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	<id>https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=HackMan128</id>
	<title>GTAMods Wiki - User contributions [en]</title>
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	<updated>2026-04-17T14:57:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18024</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18024"/>
		<updated>2019-10-02T15:53:33Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* CObject */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main page: [[List of statistics (VC)]]''&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Total number of stores to knock off (default is 15)&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Total number of assassination contracts to complete (default 5)&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
&lt;br /&gt;
== CEntity ==&lt;br /&gt;
The CEntity class is 0x064 bytes in size.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||pointer to [[wikipedia:Virtual method table|virtual method table]]&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||[[#CMatrix|CMatrix]] ||matrix&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||pointer ||RwObject&lt;br /&gt;
|-&lt;br /&gt;
|0x048 ||pointer ||RpAtomic&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||pointer ||RpClump&lt;br /&gt;
|-&lt;br /&gt;
|0x050 ||byte ||&lt;br /&gt;
* (&amp;amp; 7) 1 = building&lt;br /&gt;
* (&amp;amp; 7) 2 = vehicle&lt;br /&gt;
* (&amp;amp; 7) 3 = ped&lt;br /&gt;
* (&amp;amp; 7) 4 = object&lt;br /&gt;
* (&amp;amp; 7) 5 = dummy&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 0 = [[SCM_language_III/VC_definitions#STATUS|STATUS_PLAYER]]&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 1 = STATUS_PLAYER_PLAYBACKFROMBUFFER&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 2 = STATUS_SIMPLE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 3 = STATUS_PHYSICS&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 4 = STATUS_ABANDONED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 5 = STATUS_WRECKED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 6 = STATUS_TRAIN_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 7 = STATUS_TRAIN_NOT_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 8 = STATUS_HELI&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 9 = STATUS_PLANE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 10 = STATUS_PLAYER_REMOTE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 11 = STATUS_PLAYER_DISABLED&lt;br /&gt;
|-&lt;br /&gt;
|0x051 ||byte ||&lt;br /&gt;
* bit 0 = is solid&lt;br /&gt;
|-&lt;br /&gt;
|0x052 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|explosion proof]]&lt;br /&gt;
* bit 2 = visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x053 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|bullet proof]]&lt;br /&gt;
* bit 2 = fire proof&lt;br /&gt;
* bit 3 = collision proof&lt;br /&gt;
* bit 4 = melee proof&lt;br /&gt;
* bit 5 = only damaged by player&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x054&lt;br /&gt;
0x055&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x058 ||word ||scan code&lt;br /&gt;
|-&lt;br /&gt;
|0x05A ||word ||random number&lt;br /&gt;
|-&lt;br /&gt;
|0x05C ||word ||[[IDE|model index]]&lt;br /&gt;
|-&lt;br /&gt;
|0x05E ||byte ||building's level/island number&lt;br /&gt;
|-&lt;br /&gt;
|0x05F ||byte ||[[0566|object interior number]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x060&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPhysical ==&lt;br /&gt;
Offsets continue from [[#CEntity|CEntity]], which is the parent class. The CPhysical class is 0x120 bytes in size including CEntity.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x064 ||dword ||audio entity (allows sounds to play)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x068&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x06C ||dword ||last collision time&lt;br /&gt;
|-&lt;br /&gt;
|0x070 ||[[#CVector|CVector]] ||movement speed&lt;br /&gt;
|-&lt;br /&gt;
|0x07C ||[[#CVector|CVector]] ||turn speed&lt;br /&gt;
|-&lt;br /&gt;
|0x088 ||[[#CVector|CVector]] ||movement force&lt;br /&gt;
|-&lt;br /&gt;
|0x094 ||[[#CVector|CVector]] ||turn force&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0A0&lt;br /&gt;
0x0A4&lt;br /&gt;
0x0A8&lt;br /&gt;
0x0AC&lt;br /&gt;
0x0B0&lt;br /&gt;
0x0B4&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0B8 ||float ||mass&lt;br /&gt;
|-&lt;br /&gt;
|0x0BC ||float ||turn resistance&lt;br /&gt;
|-&lt;br /&gt;
|0x0C0 ||float ||acceleration resistance, initialised to 1.0&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0D0&lt;br /&gt;
0x0D4&lt;br /&gt;
0x0D8&lt;br /&gt;
0x0DC&lt;br /&gt;
0x0E0&lt;br /&gt;
0x0E4&lt;br /&gt;
0x0E5&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0E6 ||byte ||number of objects it is colliding&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0E8&lt;br /&gt;
0x0EC&lt;br /&gt;
0x0F0&lt;br /&gt;
0x0F4&lt;br /&gt;
0x0F8&lt;br /&gt;
0x0FC&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x100 ||float ||speed&lt;br /&gt;
|-&lt;br /&gt;
|0x104 ||float ||collision power (also damages vehicles)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x108&lt;br /&gt;
0x10C&lt;br /&gt;
0x110&lt;br /&gt;
0x114&lt;br /&gt;
0x118&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11A ||byte ||&lt;br /&gt;
* bit 4 = [[04AD|in water]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x11B&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11C ||byte ||current [[Collision File|collision]] value&lt;br /&gt;
|-&lt;br /&gt;
|0x11D ||byte ||origin level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPed ==&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CPed class is 0x6D8 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x141 ||byte ||fast shoot&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte ||shooting anim&lt;br /&gt;
|-&lt;br /&gt;
|0x14D ||byte ||&lt;br /&gt;
* bit 3 = is airbourne&lt;br /&gt;
* bit 4 = landing a jump&lt;br /&gt;
* bit 5 = [[0319|run walk style]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14F ||byte ||&lt;br /&gt;
* bit 7 = [[Objective|objective state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14E ||byte ||&lt;br /&gt;
* bit 2 = [[0291|heed threats]]&lt;br /&gt;
* bit 6 = firing gun/throwing projectiles&lt;br /&gt;
|-&lt;br /&gt;
|0x150 ||byte ||&lt;br /&gt;
* bit 4 = is crouching&lt;br /&gt;
|-&lt;br /&gt;
|0x151 ||byte ||&lt;br /&gt;
* bit 2 = can't be dragged out&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||&lt;br /&gt;
* bit 0 = [[0521|is drowning in water]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||byte ||sub animation&lt;br /&gt;
|-&lt;br /&gt;
|0x18C ||dword ||[[011A|threat search]]&lt;br /&gt;
|-&lt;br /&gt;
|0x244 ||dword ||player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
* 0x01 = normal on foot&lt;br /&gt;
* 0x07 = walking&lt;br /&gt;
* 0x0C = first person aiming&lt;br /&gt;
* 0x10 = running punching/attack with any weapons&lt;br /&gt;
* 0x11 = standing punching/standing getting punched&lt;br /&gt;
* 0x13 = [[0447|lifting phone]]&lt;br /&gt;
* 0x16 = autoaim&lt;br /&gt;
* 0x18 = running to enter vehicle&lt;br /&gt;
* 0x1F = weak dodge&lt;br /&gt;
* 0x24 = [[052B|answering mobile]]&lt;br /&gt;
* 0x29 = jumping&lt;br /&gt;
* 0x2A = lying onto ground/being knocked to lying on ground&lt;br /&gt;
* 0x2B = getting back up from lying on ground&lt;br /&gt;
* 0x2D = dodge car&lt;br /&gt;
* 0x32 = sitting in vehicle&lt;br /&gt;
* 0x36 = death before wasted screen&lt;br /&gt;
* 0x37 = wasted screen&lt;br /&gt;
* 0x38 = jacking car by pulling someone out/hitting someone out&lt;br /&gt;
* 0x39 = getting jacked by being pulled out&lt;br /&gt;
* 0x3A = entering vehicle&lt;br /&gt;
* 0x3C = exiting vehicle&lt;br /&gt;
* 0x3E = busted&lt;br /&gt;
|-&lt;br /&gt;
|0x24C ||byte ||&lt;br /&gt;
* 0 = exiting car&lt;br /&gt;
* 1 = standing still&lt;br /&gt;
* 2 = entering/in car/initial running&lt;br /&gt;
* 4 = running&lt;br /&gt;
* 5 = sprinting&lt;br /&gt;
|-&lt;br /&gt;
|0x354 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x358 ||float ||armor&lt;br /&gt;
|-&lt;br /&gt;
|0x378 ||float ||rotation (related to north)&lt;br /&gt;
|-&lt;br /&gt;
|0x3A8 ||[[#CVehicle|CVehicle]] pointer ||last controlled vehicle/vehicle about to be entered&lt;br /&gt;
|-&lt;br /&gt;
|0x3A4 ||byte ||target objective&lt;br /&gt;
|-&lt;br /&gt;
|0x3AC ||byte ||is in any vehicle&lt;br /&gt;
|-&lt;br /&gt;
|0x3D4 ||dword ||[[ped type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x408 ||[[#CWeapon|CWeapon]][10] ||current weapon blocks, blocks ordered by weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x4F8 ||dword ||previous weapon number to remember, e.g. when using cellphone, entered a car&lt;br /&gt;
* 45 = no need to remember&lt;br /&gt;
|-&lt;br /&gt;
|0x504 ||byte ||active weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x506 ||byte ||weapon accuracy&lt;br /&gt;
|-&lt;br /&gt;
|0x508 ||[[#CPed|CPed]] pointer ||targeted ped&lt;br /&gt;
|-&lt;br /&gt;
|0x518 ||byte ||melee anim 1&lt;br /&gt;
|-&lt;br /&gt;
|0x520 ||byte ||melee anim 2&lt;br /&gt;
|-&lt;br /&gt;
|0x52C ||float ||upper torso rotation&lt;br /&gt;
|-&lt;br /&gt;
|0x56C ||pointer[10] ||Nearest peds&lt;br /&gt;
|-&lt;br /&gt;
|0x598 ||byte ||[[031D|last damaged weapon]]&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||character last damaged by&lt;br /&gt;
|-&lt;br /&gt;
|0x5F4 ||[[#CWanted|CWanted]] pointer ||wanted level pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||damaged by character&lt;br /&gt;
|-&lt;br /&gt;
|0x600 ||float ||stamina {{ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0x604 ||float ||max stamina, initialised 150.0, +0x608 controls its increase&lt;br /&gt;
|-&lt;br /&gt;
|0x608 ||float ||stamina duration; when reaches 500.0, resets to 0.0 and increases max stamina by 10.0&lt;br /&gt;
|-&lt;br /&gt;
|0x60C ||byte ||current weapon slot again?&lt;br /&gt;
|-&lt;br /&gt;
|0x638 ||byte ||[[052C|drunkenness]]&lt;br /&gt;
|-&lt;br /&gt;
|0x639 ||byte ||drunkenness countdown toggle&lt;br /&gt;
|-&lt;br /&gt;
|0x63D ||byte ||can be damaged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVehicle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3A ||bAllTaxisHaveNitro ||byte ||[[0572|taxi boost jump]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CVehicle class is 0x2A0 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||driver behavior&lt;br /&gt;
* 0x0F = ram&lt;br /&gt;
* 0x11 = block&lt;br /&gt;
|-&lt;br /&gt;
|0x160 ||byte ||[[00AD|cruise speed]]&lt;br /&gt;
|-&lt;br /&gt;
|0x19C ||pointer ||target pointer to ram or block&lt;br /&gt;
|-&lt;br /&gt;
|0x1A0 ||byte ||primary color ([[carcols.dat]])&lt;br /&gt;
|-&lt;br /&gt;
|0x1A1 ||byte ||secondary color&lt;br /&gt;
|-&lt;br /&gt;
|0x1A2 ||byte ||car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
|-&lt;br /&gt;
|0x1A4 ||dword ||alarm duration, time in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|0x1A8 ||pointer ||driver pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x1AC ||pointer[8] ||passenger pointers&lt;br /&gt;
|-&lt;br /&gt;
|0x1CC ||byte ||[[01E9|current number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1CD ||byte ||num getting in&lt;br /&gt;
|-&lt;br /&gt;
|0x1CE ||byte ||getting in flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1CF ||byte ||getting out flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1D0 ||byte ||[[01EA|maximum number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E8 ||float ||steer angle 1&lt;br /&gt;
|-&lt;br /&gt;
|0x1EC ||float ||steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
|-&lt;br /&gt;
|0x1F0 ||float ||accelerator pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||float ||brake pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1FB ||byte ||&lt;br /&gt;
* bit 1 = [[03C9#For Vice City|is car visibly damaged]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1FD ||byte ||&lt;br /&gt;
* bit 0 = is submerged in water&lt;br /&gt;
|-&lt;br /&gt;
|0x1FE ||byte ||(&amp;amp; 7) [[0228#Bomb types|car bomb state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x201 ||byte ||[[02C8|power pills carried]] (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x204 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x210 ||pointer ||player pointer after car is armed with car bomb&lt;br /&gt;
|-&lt;br /&gt;
|0x230 ||dword ||[[020A|lock status]]&lt;br /&gt;
|-&lt;br /&gt;
|0x23C ||byte ||current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
|-&lt;br /&gt;
|0x240 ||byte ||horn status&lt;br /&gt;
|-&lt;br /&gt;
|0x245 ||byte ||is car siren on&lt;br /&gt;
|-&lt;br /&gt;
|0x29C ||dword ||vehicle type&lt;br /&gt;
*0 = general&lt;br /&gt;
*1 = boat&lt;br /&gt;
*2 = train (unused)&lt;br /&gt;
*3 = NPC police helicopter&lt;br /&gt;
*4 = NPC plane&lt;br /&gt;
*5 = bike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CAutomobile ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ABB ||m_sAllTaxiLights ||byte ||[[021F|all taxi lights]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CAutomobile class is 0x5DC bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A4 ||byte ||engine state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*100/200 = unique to BF Injection&lt;br /&gt;
*225 = burning ready to explode&lt;br /&gt;
|-&lt;br /&gt;
|0x2A5 ||byte ||left front wheel state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = popped&lt;br /&gt;
*2 = none&lt;br /&gt;
|-&lt;br /&gt;
|0x2A6 ||byte ||left rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A7 ||byte ||right front wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A8 ||byte ||right rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A9 ||byte ||bonnet damage/physical state&lt;br /&gt;
*0 = normal/closed&lt;br /&gt;
*1 = damaged&lt;br /&gt;
*2 = damaged swinging/just swinging&lt;br /&gt;
*3 = detached/[[Handling.cfg#Flag Data|no doors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2AA ||byte ||boot damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AB ||byte ||left front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AC ||byte ||right front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AD ||byte ||left rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AE ||byte ||right rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B0 ||byte ||light status&lt;br /&gt;
*bit 0/1 = front left lights&lt;br /&gt;
*bit 2/3 = front right lights&lt;br /&gt;
*bit 4/5 = rear left lights&lt;br /&gt;
*bit 6/7 = rear right lights&lt;br /&gt;
|-&lt;br /&gt;
|0x2B4 ||byte ||front side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B5 ||byte ||rear side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B6 ||byte ||front panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B7 ||byte ||rear panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x32C ||byte ||bike front tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x32D ||byte ||bike rear tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x474 ||float ||bike pitch lean&lt;br /&gt;
|-&lt;br /&gt;
|0x484 ||float ||left front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x488 ||float ||left rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x48C ||float ||right front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x490 ||float ||right rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x4E8 ||byte ||bike burnout&lt;br /&gt;
|-&lt;br /&gt;
|0x501 ||byte ||special vehicle properties&lt;br /&gt;
* bit 0 = [[0216|taxi light]]&lt;br /&gt;
* bit 1 = [[0294|not sprayable]]&lt;br /&gt;
* bit 3 = [[039C|watertight]]&lt;br /&gt;
* bit 4 = [[03ED|upside down car not damaged]]&lt;br /&gt;
* bit 5 = [[044F|bit more resistant to physical damage]]&lt;br /&gt;
* bit 6 = [[0493|tank detonate cars]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5B0 ||dword ||Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5BB ||dword ||BF-Inject Rotation angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5C5 ||byte ||[[015E#For Vice City|number of wheels on ground]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5CC ||byte ||car burnout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPlane ==&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CPlane class is 0x2B4 bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A0 ||word ||i-th plane (e.g. 0-2 for three Aeroplanes)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B1 ||byte ||is drug run Dodo (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B2 ||byte ||is drop off Dodo (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMatrix ==&lt;br /&gt;
The CMatrix class is 0x040 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||[[#CVector|CVector]] ||right&lt;br /&gt;
|-&lt;br /&gt;
|0x010 ||[[#CVector|CVector]] ||up&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||[[#CVector|CVector]] ||at&lt;br /&gt;
|-&lt;br /&gt;
|0x030 ||[[#CVector|CVector]] ||position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVector ==&lt;br /&gt;
The CVector class is 0x00C bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||float ||x-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||float ||y-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||float ||z-direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWeapon ==&lt;br /&gt;
The CWeapon class is 0x018 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[weapon]] type&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||dword ||status&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = firing in 1st person/using flamethrower&lt;br /&gt;
*2 = reloading&lt;br /&gt;
*3 = no more ammo&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||dword ||current clip&lt;br /&gt;
|-&lt;br /&gt;
|0x00C ||dword ||current ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWanted ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[Wanted level|chaos level]]&lt;br /&gt;
|-&lt;br /&gt;
|0x01E ||byte ||activity&lt;br /&gt;
*bit 0 = [[01F7|cops ignore player]]&lt;br /&gt;
*bit 1 = everyone ignore player&lt;br /&gt;
*bit 2 = [[02BC|swat required]]&lt;br /&gt;
*bit 3 = fbi required&lt;br /&gt;
*bit 4 = army required&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||dword ||HUD active wanted level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CClock ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10A3C ||ms_nGameClockSeconds ||word ||game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10A5E ||ms_Stored_nGameClockSeconds ||word ||stored game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10B33 ||ms_Stored_nGameClockHours ||byte ||[[0253|stored game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3C ||bClockHasBeenStored ||byte ||[[0253|clock has been stored]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B5D ||ms_Stored_nGameClockMinutes ||byte ||[[0253|stored game clock minutes]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B6B ||ms_nGameClockHours ||byte ||[[00C0|game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B92 ||ms_nGameClockMinutes ||byte ||[[00C0|game clock minutes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CGame ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0068DD68 ||nastyGame ||byte ||[[0351|is nasty game]]&lt;br /&gt;
|-&lt;br /&gt;
|00978810 ||currArea ||dword ||[[04BB|current area (interior)]]&lt;br /&gt;
|-&lt;br /&gt;
|00A0D9AC ||currLevel ||dword ||[[ZONE#Vice City|current level (island)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPopulation ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10AB3 ||ms_bGivePedsWeapons ||byte ||weapons for all cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMenuManager ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00869680 ||m_PrefsLanguage ||dword ||current language preference&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CTrafficLights ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ADC ||bGreenLightsCheat ||byte ||traffic lights cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CShinyTexts ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00978618 ||NumShinyTexts ||dword ||number of shiny texts (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The CShinyTexts class is 0x58 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x00&lt;br /&gt;
0x0C&lt;br /&gt;
0x18&lt;br /&gt;
0x24&lt;br /&gt;
0x30&lt;br /&gt;
0x34&lt;br /&gt;
0x38&lt;br /&gt;
0x3C&lt;br /&gt;
0x40&lt;br /&gt;
0x44&lt;br /&gt;
0x48&lt;br /&gt;
0x4C&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x50 ||float ||distance&lt;br /&gt;
|-&lt;br /&gt;
|0x54 ||byte ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x55 ||byte ||red&lt;br /&gt;
|-&lt;br /&gt;
|0x56 ||byte ||green&lt;br /&gt;
|-&lt;br /&gt;
|0x57 ||byte ||blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CRecordDataForChase ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B98 ||Status ||byte ||status of [[Chase.dat|chase scene]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMBlur ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00697D54 ||BlurOn ||byte ||[[Trails in Vice City|trails preference]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CObject ==&lt;br /&gt;
a Parent Class sized 0x1A0 (416 Bytes) and includes CEntity and CPhysical classes.&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*[[#CEntity|CEntity]]&lt;br /&gt;
*[[#CPhysical|CPhysical]]&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x695680 - [4 bytes] - moon size&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x974C34 - dword - number of activated [[crane]]s&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0x97F264 - float - [[015D|time scale]]&lt;br /&gt;
* 0x9B6CE4 - dword - [[03EC|number of vehicles collected by military crane]]&lt;br /&gt;
* 0xA0D1CC - dword - camera current [[CULL|cullzone]]&lt;br /&gt;
* 0xA0DAC0 - dword - player current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10942 - char[30] - Buffer of 30 last typed characters, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - word - [[03E7|hud item to flash]]&lt;br /&gt;
* 0xA10AB5 - byte - [[0335|resprays are free]]&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10B32 - byte - [[021D|bombs are free]] (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
== Arrays ==&lt;br /&gt;
=== [[0190|Upside down car check]] ===&lt;br /&gt;
* Start of array: 0x7D96D8&lt;br /&gt;
* Size of each element: 0x8&lt;br /&gt;
* Number of elements: 0x6&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||duration upside down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructed arrays ==&lt;br /&gt;
These are arrays constructed by the function &amp;lt;code&amp;gt;__construct_array&amp;lt;/code&amp;gt; (0x6402D0).&lt;br /&gt;
&lt;br /&gt;
=== Vehicle model info ===&lt;br /&gt;
* Start of array: 0x752A8C&lt;br /&gt;
* Size of each element: 0x174&lt;br /&gt;
* Number of elements: 0x6E&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||||virtual table&lt;br /&gt;
|-&lt;br /&gt;
|0x032 ||char[8] ||||[[GXT]] key&lt;br /&gt;
|-&lt;br /&gt;
|0x03C ||dword ||||type&lt;br /&gt;
* 0 = cars&lt;br /&gt;
* 1 = boat&lt;br /&gt;
* 2 = train&lt;br /&gt;
* 3 = heli&lt;br /&gt;
* 4 = plane&lt;br /&gt;
* 5 = bike&lt;br /&gt;
|-&lt;br /&gt;
|0x040 ||float ||||wheel scale&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||word ||||wheel model index&lt;br /&gt;
|-&lt;br /&gt;
|0x046 ||byte ||||handling index&lt;br /&gt;
|-&lt;br /&gt;
|0x049 ||byte ||||class&lt;br /&gt;
* 0 = normal&lt;br /&gt;
* 1 = poorfamily&lt;br /&gt;
* 2 = richfamily&lt;br /&gt;
* 3 = executive&lt;br /&gt;
* 4 = worker&lt;br /&gt;
* 5 = big&lt;br /&gt;
* 6 = taxi&lt;br /&gt;
* 7 = moped&lt;br /&gt;
* 8 = motorbike&lt;br /&gt;
* 9 = leisureboat&lt;br /&gt;
* 10 = workerboat&lt;br /&gt;
* -1 = ignore&lt;br /&gt;
|-&lt;br /&gt;
|0x04A ||byte ||||level&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||word ||||frequency&lt;br /&gt;
|-&lt;br /&gt;
|0x08C ||dword ||||component rules&lt;br /&gt;
|-&lt;br /&gt;
|0x144 ||byte[8] ||||primary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte[8] ||||secondary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x154 ||byte ||||number of [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x170 ||dword ||||anim file index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
=== Explosion ===&lt;br /&gt;
* Start of array: 0x780C88&lt;br /&gt;
* Size of each element: 0x38&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||0 ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||1.0 ||radius&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||expansion rate&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||pointer ||0 ||owner&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||pointer ||0 ||victim&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||dword ||0 ||time to expire&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||byte ||0 ||counter&lt;br /&gt;
|-&lt;br /&gt;
|0x25 ||byte ||0 ||is counter initialised&lt;br /&gt;
|-&lt;br /&gt;
|0x26 ||byte ||0 ||no jet effect for vehicle explosion (applicable to types 3, 4, 5)&lt;br /&gt;
|-&lt;br /&gt;
|0x27 ||byte ||1 ||has sound&lt;br /&gt;
|-&lt;br /&gt;
|0x28 ||dword ||0 ||game time of vehicle explosion (applicable to types 3, 4, 5, 6, 7)&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||dword ||0 ||game time to extend effect of explosion&lt;br /&gt;
|-&lt;br /&gt;
|0x30 ||float ||0.0 ||force&lt;br /&gt;
|-&lt;br /&gt;
|0x34 ||float ||0.0 ||ground z for Molotov explosion (applicable to type 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Projectile info ===&lt;br /&gt;
* Start of array: 0x7DB888&lt;br /&gt;
* Size of each element: 0x1C&lt;br /&gt;
* Number of elements: 0x20&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||12 ||[[Weapon#Vice City|weapon type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||thrower pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||dword ||0 ||game timer to expire projectile&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||does projectile exist&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte[3] ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Text#Intro text|Intro text]] ===&lt;br /&gt;
* Start of array: 0x7F0EA0&lt;br /&gt;
* Size of each element: 0xF4&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[2] ||0.48, 1.12 ||[[033F|x,y scale]]&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||byte[4] ||225, 225, 225, 255 ||[[0340|RGBA color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||[[0341|justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte ||0 ||[[0342|center]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0E ||byte ||0 ||[[0345|background]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0F ||byte ||0 ||[[0347|background only text]]&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||182.0 ||[[0343|wrap x]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||640.0 ||[[0344|center size]]&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||byte[4] ||128, 128, 128, 128 ||[[0346|RGBA background color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||1 ||[[0348|proportional]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte ||0 ||[[03E0|draw before fade]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E ||byte ||0 ||[[03E4|right justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||word ||1 ||[[0349|font]]&lt;br /&gt;
|-&lt;br /&gt;
|0x22 ||word ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||float ||0.0, 0.0 ||[[033E|x,y position]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||wchar_t[100] ||null ||text&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03BC|Script sphere]] ===&lt;br /&gt;
* Start of array: 0x811528&lt;br /&gt;
* Size of each element: 0x18&lt;br /&gt;
* Number of elements: 0x18&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||byte ||0 ||visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x01 ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x02 ||word ||256 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||float[3] ||0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0 ||scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[058D|Taxi shortcut pick-up point]] ===&lt;br /&gt;
* Start of array: 0x812138&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x78BCD8 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016D|Police restart point]] ===&lt;br /&gt;
* Start of array: 0x933B00&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD720 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03CC|Stuck car check]] ===&lt;br /&gt;
* Start of array: 0x94AFA0&lt;br /&gt;
* Size of each element: 0x20&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||-5000.0, -5000.0, -5000.0 ||x,y,z position update&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||dword ||-1 ||game timer update&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||distance check&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||dword ||0 ||time check&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||0 ||is car stuck&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte[3] ||0 ||''align''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016C|Hospital restart point]] ===&lt;br /&gt;
* Start of array: 0x94B930&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD740 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18023</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18023"/>
		<updated>2019-10-02T15:51:54Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* CObject */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main page: [[List of statistics (VC)]]''&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Total number of stores to knock off (default is 15)&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Total number of assassination contracts to complete (default 5)&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
&lt;br /&gt;
== CEntity ==&lt;br /&gt;
The CEntity class is 0x064 bytes in size.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||pointer to [[wikipedia:Virtual method table|virtual method table]]&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||[[#CMatrix|CMatrix]] ||matrix&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||pointer ||RwObject&lt;br /&gt;
|-&lt;br /&gt;
|0x048 ||pointer ||RpAtomic&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||pointer ||RpClump&lt;br /&gt;
|-&lt;br /&gt;
|0x050 ||byte ||&lt;br /&gt;
* (&amp;amp; 7) 1 = building&lt;br /&gt;
* (&amp;amp; 7) 2 = vehicle&lt;br /&gt;
* (&amp;amp; 7) 3 = ped&lt;br /&gt;
* (&amp;amp; 7) 4 = object&lt;br /&gt;
* (&amp;amp; 7) 5 = dummy&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 0 = [[SCM_language_III/VC_definitions#STATUS|STATUS_PLAYER]]&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 1 = STATUS_PLAYER_PLAYBACKFROMBUFFER&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 2 = STATUS_SIMPLE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 3 = STATUS_PHYSICS&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 4 = STATUS_ABANDONED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 5 = STATUS_WRECKED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 6 = STATUS_TRAIN_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 7 = STATUS_TRAIN_NOT_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 8 = STATUS_HELI&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 9 = STATUS_PLANE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 10 = STATUS_PLAYER_REMOTE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 11 = STATUS_PLAYER_DISABLED&lt;br /&gt;
|-&lt;br /&gt;
|0x051 ||byte ||&lt;br /&gt;
* bit 0 = is solid&lt;br /&gt;
|-&lt;br /&gt;
|0x052 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|explosion proof]]&lt;br /&gt;
* bit 2 = visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x053 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|bullet proof]]&lt;br /&gt;
* bit 2 = fire proof&lt;br /&gt;
* bit 3 = collision proof&lt;br /&gt;
* bit 4 = melee proof&lt;br /&gt;
* bit 5 = only damaged by player&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x054&lt;br /&gt;
0x055&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x058 ||word ||scan code&lt;br /&gt;
|-&lt;br /&gt;
|0x05A ||word ||random number&lt;br /&gt;
|-&lt;br /&gt;
|0x05C ||word ||[[IDE|model index]]&lt;br /&gt;
|-&lt;br /&gt;
|0x05E ||byte ||building's level/island number&lt;br /&gt;
|-&lt;br /&gt;
|0x05F ||byte ||[[0566|object interior number]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x060&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPhysical ==&lt;br /&gt;
Offsets continue from [[#CEntity|CEntity]], which is the parent class. The CPhysical class is 0x120 bytes in size including CEntity.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x064 ||dword ||audio entity (allows sounds to play)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x068&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x06C ||dword ||last collision time&lt;br /&gt;
|-&lt;br /&gt;
|0x070 ||[[#CVector|CVector]] ||movement speed&lt;br /&gt;
|-&lt;br /&gt;
|0x07C ||[[#CVector|CVector]] ||turn speed&lt;br /&gt;
|-&lt;br /&gt;
|0x088 ||[[#CVector|CVector]] ||movement force&lt;br /&gt;
|-&lt;br /&gt;
|0x094 ||[[#CVector|CVector]] ||turn force&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0A0&lt;br /&gt;
0x0A4&lt;br /&gt;
0x0A8&lt;br /&gt;
0x0AC&lt;br /&gt;
0x0B0&lt;br /&gt;
0x0B4&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0B8 ||float ||mass&lt;br /&gt;
|-&lt;br /&gt;
|0x0BC ||float ||turn resistance&lt;br /&gt;
|-&lt;br /&gt;
|0x0C0 ||float ||acceleration resistance, initialised to 1.0&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0D0&lt;br /&gt;
0x0D4&lt;br /&gt;
0x0D8&lt;br /&gt;
0x0DC&lt;br /&gt;
0x0E0&lt;br /&gt;
0x0E4&lt;br /&gt;
0x0E5&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0E6 ||byte ||number of objects it is colliding&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0E8&lt;br /&gt;
0x0EC&lt;br /&gt;
0x0F0&lt;br /&gt;
0x0F4&lt;br /&gt;
0x0F8&lt;br /&gt;
0x0FC&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x100 ||float ||speed&lt;br /&gt;
|-&lt;br /&gt;
|0x104 ||float ||collision power (also damages vehicles)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x108&lt;br /&gt;
0x10C&lt;br /&gt;
0x110&lt;br /&gt;
0x114&lt;br /&gt;
0x118&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11A ||byte ||&lt;br /&gt;
* bit 4 = [[04AD|in water]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x11B&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11C ||byte ||current [[Collision File|collision]] value&lt;br /&gt;
|-&lt;br /&gt;
|0x11D ||byte ||origin level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPed ==&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CPed class is 0x6D8 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x141 ||byte ||fast shoot&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte ||shooting anim&lt;br /&gt;
|-&lt;br /&gt;
|0x14D ||byte ||&lt;br /&gt;
* bit 3 = is airbourne&lt;br /&gt;
* bit 4 = landing a jump&lt;br /&gt;
* bit 5 = [[0319|run walk style]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14F ||byte ||&lt;br /&gt;
* bit 7 = [[Objective|objective state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14E ||byte ||&lt;br /&gt;
* bit 2 = [[0291|heed threats]]&lt;br /&gt;
* bit 6 = firing gun/throwing projectiles&lt;br /&gt;
|-&lt;br /&gt;
|0x150 ||byte ||&lt;br /&gt;
* bit 4 = is crouching&lt;br /&gt;
|-&lt;br /&gt;
|0x151 ||byte ||&lt;br /&gt;
* bit 2 = can't be dragged out&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||&lt;br /&gt;
* bit 0 = [[0521|is drowning in water]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||byte ||sub animation&lt;br /&gt;
|-&lt;br /&gt;
|0x18C ||dword ||[[011A|threat search]]&lt;br /&gt;
|-&lt;br /&gt;
|0x244 ||dword ||player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
* 0x01 = normal on foot&lt;br /&gt;
* 0x07 = walking&lt;br /&gt;
* 0x0C = first person aiming&lt;br /&gt;
* 0x10 = running punching/attack with any weapons&lt;br /&gt;
* 0x11 = standing punching/standing getting punched&lt;br /&gt;
* 0x13 = [[0447|lifting phone]]&lt;br /&gt;
* 0x16 = autoaim&lt;br /&gt;
* 0x18 = running to enter vehicle&lt;br /&gt;
* 0x1F = weak dodge&lt;br /&gt;
* 0x24 = [[052B|answering mobile]]&lt;br /&gt;
* 0x29 = jumping&lt;br /&gt;
* 0x2A = lying onto ground/being knocked to lying on ground&lt;br /&gt;
* 0x2B = getting back up from lying on ground&lt;br /&gt;
* 0x2D = dodge car&lt;br /&gt;
* 0x32 = sitting in vehicle&lt;br /&gt;
* 0x36 = death before wasted screen&lt;br /&gt;
* 0x37 = wasted screen&lt;br /&gt;
* 0x38 = jacking car by pulling someone out/hitting someone out&lt;br /&gt;
* 0x39 = getting jacked by being pulled out&lt;br /&gt;
* 0x3A = entering vehicle&lt;br /&gt;
* 0x3C = exiting vehicle&lt;br /&gt;
* 0x3E = busted&lt;br /&gt;
|-&lt;br /&gt;
|0x24C ||byte ||&lt;br /&gt;
* 0 = exiting car&lt;br /&gt;
* 1 = standing still&lt;br /&gt;
* 2 = entering/in car/initial running&lt;br /&gt;
* 4 = running&lt;br /&gt;
* 5 = sprinting&lt;br /&gt;
|-&lt;br /&gt;
|0x354 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x358 ||float ||armor&lt;br /&gt;
|-&lt;br /&gt;
|0x378 ||float ||rotation (related to north)&lt;br /&gt;
|-&lt;br /&gt;
|0x3A8 ||[[#CVehicle|CVehicle]] pointer ||last controlled vehicle/vehicle about to be entered&lt;br /&gt;
|-&lt;br /&gt;
|0x3A4 ||byte ||target objective&lt;br /&gt;
|-&lt;br /&gt;
|0x3AC ||byte ||is in any vehicle&lt;br /&gt;
|-&lt;br /&gt;
|0x3D4 ||dword ||[[ped type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x408 ||[[#CWeapon|CWeapon]][10] ||current weapon blocks, blocks ordered by weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x4F8 ||dword ||previous weapon number to remember, e.g. when using cellphone, entered a car&lt;br /&gt;
* 45 = no need to remember&lt;br /&gt;
|-&lt;br /&gt;
|0x504 ||byte ||active weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x506 ||byte ||weapon accuracy&lt;br /&gt;
|-&lt;br /&gt;
|0x508 ||[[#CPed|CPed]] pointer ||targeted ped&lt;br /&gt;
|-&lt;br /&gt;
|0x518 ||byte ||melee anim 1&lt;br /&gt;
|-&lt;br /&gt;
|0x520 ||byte ||melee anim 2&lt;br /&gt;
|-&lt;br /&gt;
|0x52C ||float ||upper torso rotation&lt;br /&gt;
|-&lt;br /&gt;
|0x56C ||pointer[10] ||Nearest peds&lt;br /&gt;
|-&lt;br /&gt;
|0x598 ||byte ||[[031D|last damaged weapon]]&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||character last damaged by&lt;br /&gt;
|-&lt;br /&gt;
|0x5F4 ||[[#CWanted|CWanted]] pointer ||wanted level pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||damaged by character&lt;br /&gt;
|-&lt;br /&gt;
|0x600 ||float ||stamina {{ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0x604 ||float ||max stamina, initialised 150.0, +0x608 controls its increase&lt;br /&gt;
|-&lt;br /&gt;
|0x608 ||float ||stamina duration; when reaches 500.0, resets to 0.0 and increases max stamina by 10.0&lt;br /&gt;
|-&lt;br /&gt;
|0x60C ||byte ||current weapon slot again?&lt;br /&gt;
|-&lt;br /&gt;
|0x638 ||byte ||[[052C|drunkenness]]&lt;br /&gt;
|-&lt;br /&gt;
|0x639 ||byte ||drunkenness countdown toggle&lt;br /&gt;
|-&lt;br /&gt;
|0x63D ||byte ||can be damaged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVehicle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3A ||bAllTaxisHaveNitro ||byte ||[[0572|taxi boost jump]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CVehicle class is 0x2A0 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||driver behavior&lt;br /&gt;
* 0x0F = ram&lt;br /&gt;
* 0x11 = block&lt;br /&gt;
|-&lt;br /&gt;
|0x160 ||byte ||[[00AD|cruise speed]]&lt;br /&gt;
|-&lt;br /&gt;
|0x19C ||pointer ||target pointer to ram or block&lt;br /&gt;
|-&lt;br /&gt;
|0x1A0 ||byte ||primary color ([[carcols.dat]])&lt;br /&gt;
|-&lt;br /&gt;
|0x1A1 ||byte ||secondary color&lt;br /&gt;
|-&lt;br /&gt;
|0x1A2 ||byte ||car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
|-&lt;br /&gt;
|0x1A4 ||dword ||alarm duration, time in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|0x1A8 ||pointer ||driver pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x1AC ||pointer[8] ||passenger pointers&lt;br /&gt;
|-&lt;br /&gt;
|0x1CC ||byte ||[[01E9|current number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1CD ||byte ||num getting in&lt;br /&gt;
|-&lt;br /&gt;
|0x1CE ||byte ||getting in flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1CF ||byte ||getting out flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1D0 ||byte ||[[01EA|maximum number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E8 ||float ||steer angle 1&lt;br /&gt;
|-&lt;br /&gt;
|0x1EC ||float ||steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
|-&lt;br /&gt;
|0x1F0 ||float ||accelerator pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||float ||brake pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1FB ||byte ||&lt;br /&gt;
* bit 1 = [[03C9#For Vice City|is car visibly damaged]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1FD ||byte ||&lt;br /&gt;
* bit 0 = is submerged in water&lt;br /&gt;
|-&lt;br /&gt;
|0x1FE ||byte ||(&amp;amp; 7) [[0228#Bomb types|car bomb state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x201 ||byte ||[[02C8|power pills carried]] (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x204 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x210 ||pointer ||player pointer after car is armed with car bomb&lt;br /&gt;
|-&lt;br /&gt;
|0x230 ||dword ||[[020A|lock status]]&lt;br /&gt;
|-&lt;br /&gt;
|0x23C ||byte ||current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
|-&lt;br /&gt;
|0x240 ||byte ||horn status&lt;br /&gt;
|-&lt;br /&gt;
|0x245 ||byte ||is car siren on&lt;br /&gt;
|-&lt;br /&gt;
|0x29C ||dword ||vehicle type&lt;br /&gt;
*0 = general&lt;br /&gt;
*1 = boat&lt;br /&gt;
*2 = train (unused)&lt;br /&gt;
*3 = NPC police helicopter&lt;br /&gt;
*4 = NPC plane&lt;br /&gt;
*5 = bike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CAutomobile ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ABB ||m_sAllTaxiLights ||byte ||[[021F|all taxi lights]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CAutomobile class is 0x5DC bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A4 ||byte ||engine state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*100/200 = unique to BF Injection&lt;br /&gt;
*225 = burning ready to explode&lt;br /&gt;
|-&lt;br /&gt;
|0x2A5 ||byte ||left front wheel state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = popped&lt;br /&gt;
*2 = none&lt;br /&gt;
|-&lt;br /&gt;
|0x2A6 ||byte ||left rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A7 ||byte ||right front wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A8 ||byte ||right rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A9 ||byte ||bonnet damage/physical state&lt;br /&gt;
*0 = normal/closed&lt;br /&gt;
*1 = damaged&lt;br /&gt;
*2 = damaged swinging/just swinging&lt;br /&gt;
*3 = detached/[[Handling.cfg#Flag Data|no doors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2AA ||byte ||boot damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AB ||byte ||left front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AC ||byte ||right front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AD ||byte ||left rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AE ||byte ||right rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B0 ||byte ||light status&lt;br /&gt;
*bit 0/1 = front left lights&lt;br /&gt;
*bit 2/3 = front right lights&lt;br /&gt;
*bit 4/5 = rear left lights&lt;br /&gt;
*bit 6/7 = rear right lights&lt;br /&gt;
|-&lt;br /&gt;
|0x2B4 ||byte ||front side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B5 ||byte ||rear side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B6 ||byte ||front panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B7 ||byte ||rear panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x32C ||byte ||bike front tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x32D ||byte ||bike rear tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x474 ||float ||bike pitch lean&lt;br /&gt;
|-&lt;br /&gt;
|0x484 ||float ||left front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x488 ||float ||left rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x48C ||float ||right front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x490 ||float ||right rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x4E8 ||byte ||bike burnout&lt;br /&gt;
|-&lt;br /&gt;
|0x501 ||byte ||special vehicle properties&lt;br /&gt;
* bit 0 = [[0216|taxi light]]&lt;br /&gt;
* bit 1 = [[0294|not sprayable]]&lt;br /&gt;
* bit 3 = [[039C|watertight]]&lt;br /&gt;
* bit 4 = [[03ED|upside down car not damaged]]&lt;br /&gt;
* bit 5 = [[044F|bit more resistant to physical damage]]&lt;br /&gt;
* bit 6 = [[0493|tank detonate cars]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5B0 ||dword ||Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5BB ||dword ||BF-Inject Rotation angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5C5 ||byte ||[[015E#For Vice City|number of wheels on ground]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5CC ||byte ||car burnout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPlane ==&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CPlane class is 0x2B4 bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A0 ||word ||i-th plane (e.g. 0-2 for three Aeroplanes)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B1 ||byte ||is drug run Dodo (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B2 ||byte ||is drop off Dodo (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMatrix ==&lt;br /&gt;
The CMatrix class is 0x040 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||[[#CVector|CVector]] ||right&lt;br /&gt;
|-&lt;br /&gt;
|0x010 ||[[#CVector|CVector]] ||up&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||[[#CVector|CVector]] ||at&lt;br /&gt;
|-&lt;br /&gt;
|0x030 ||[[#CVector|CVector]] ||position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVector ==&lt;br /&gt;
The CVector class is 0x00C bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||float ||x-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||float ||y-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||float ||z-direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWeapon ==&lt;br /&gt;
The CWeapon class is 0x018 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[weapon]] type&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||dword ||status&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = firing in 1st person/using flamethrower&lt;br /&gt;
*2 = reloading&lt;br /&gt;
*3 = no more ammo&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||dword ||current clip&lt;br /&gt;
|-&lt;br /&gt;
|0x00C ||dword ||current ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWanted ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[Wanted level|chaos level]]&lt;br /&gt;
|-&lt;br /&gt;
|0x01E ||byte ||activity&lt;br /&gt;
*bit 0 = [[01F7|cops ignore player]]&lt;br /&gt;
*bit 1 = everyone ignore player&lt;br /&gt;
*bit 2 = [[02BC|swat required]]&lt;br /&gt;
*bit 3 = fbi required&lt;br /&gt;
*bit 4 = army required&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||dword ||HUD active wanted level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CClock ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10A3C ||ms_nGameClockSeconds ||word ||game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10A5E ||ms_Stored_nGameClockSeconds ||word ||stored game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10B33 ||ms_Stored_nGameClockHours ||byte ||[[0253|stored game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3C ||bClockHasBeenStored ||byte ||[[0253|clock has been stored]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B5D ||ms_Stored_nGameClockMinutes ||byte ||[[0253|stored game clock minutes]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B6B ||ms_nGameClockHours ||byte ||[[00C0|game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B92 ||ms_nGameClockMinutes ||byte ||[[00C0|game clock minutes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CGame ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0068DD68 ||nastyGame ||byte ||[[0351|is nasty game]]&lt;br /&gt;
|-&lt;br /&gt;
|00978810 ||currArea ||dword ||[[04BB|current area (interior)]]&lt;br /&gt;
|-&lt;br /&gt;
|00A0D9AC ||currLevel ||dword ||[[ZONE#Vice City|current level (island)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPopulation ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10AB3 ||ms_bGivePedsWeapons ||byte ||weapons for all cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMenuManager ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00869680 ||m_PrefsLanguage ||dword ||current language preference&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CTrafficLights ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ADC ||bGreenLightsCheat ||byte ||traffic lights cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CShinyTexts ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00978618 ||NumShinyTexts ||dword ||number of shiny texts (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The CShinyTexts class is 0x58 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x00&lt;br /&gt;
0x0C&lt;br /&gt;
0x18&lt;br /&gt;
0x24&lt;br /&gt;
0x30&lt;br /&gt;
0x34&lt;br /&gt;
0x38&lt;br /&gt;
0x3C&lt;br /&gt;
0x40&lt;br /&gt;
0x44&lt;br /&gt;
0x48&lt;br /&gt;
0x4C&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x50 ||float ||distance&lt;br /&gt;
|-&lt;br /&gt;
|0x54 ||byte ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x55 ||byte ||red&lt;br /&gt;
|-&lt;br /&gt;
|0x56 ||byte ||green&lt;br /&gt;
|-&lt;br /&gt;
|0x57 ||byte ||blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CRecordDataForChase ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B98 ||Status ||byte ||status of [[Chase.dat|chase scene]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMBlur ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00697D54 ||BlurOn ||byte ||[[Trails in Vice City|trails preference]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CObject ==&lt;br /&gt;
a Parent Class which size is 0x1A0 (416 Bytes) and includes CEntity and CPhysical classes.&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*[[#CEntity|CEntity]]&lt;br /&gt;
*[[#CPhysical|CPhysical]]&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x695680 - [4 bytes] - moon size&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x974C34 - dword - number of activated [[crane]]s&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0x97F264 - float - [[015D|time scale]]&lt;br /&gt;
* 0x9B6CE4 - dword - [[03EC|number of vehicles collected by military crane]]&lt;br /&gt;
* 0xA0D1CC - dword - camera current [[CULL|cullzone]]&lt;br /&gt;
* 0xA0DAC0 - dword - player current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10942 - char[30] - Buffer of 30 last typed characters, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - word - [[03E7|hud item to flash]]&lt;br /&gt;
* 0xA10AB5 - byte - [[0335|resprays are free]]&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10B32 - byte - [[021D|bombs are free]] (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
== Arrays ==&lt;br /&gt;
=== [[0190|Upside down car check]] ===&lt;br /&gt;
* Start of array: 0x7D96D8&lt;br /&gt;
* Size of each element: 0x8&lt;br /&gt;
* Number of elements: 0x6&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||duration upside down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructed arrays ==&lt;br /&gt;
These are arrays constructed by the function &amp;lt;code&amp;gt;__construct_array&amp;lt;/code&amp;gt; (0x6402D0).&lt;br /&gt;
&lt;br /&gt;
=== Vehicle model info ===&lt;br /&gt;
* Start of array: 0x752A8C&lt;br /&gt;
* Size of each element: 0x174&lt;br /&gt;
* Number of elements: 0x6E&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||||virtual table&lt;br /&gt;
|-&lt;br /&gt;
|0x032 ||char[8] ||||[[GXT]] key&lt;br /&gt;
|-&lt;br /&gt;
|0x03C ||dword ||||type&lt;br /&gt;
* 0 = cars&lt;br /&gt;
* 1 = boat&lt;br /&gt;
* 2 = train&lt;br /&gt;
* 3 = heli&lt;br /&gt;
* 4 = plane&lt;br /&gt;
* 5 = bike&lt;br /&gt;
|-&lt;br /&gt;
|0x040 ||float ||||wheel scale&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||word ||||wheel model index&lt;br /&gt;
|-&lt;br /&gt;
|0x046 ||byte ||||handling index&lt;br /&gt;
|-&lt;br /&gt;
|0x049 ||byte ||||class&lt;br /&gt;
* 0 = normal&lt;br /&gt;
* 1 = poorfamily&lt;br /&gt;
* 2 = richfamily&lt;br /&gt;
* 3 = executive&lt;br /&gt;
* 4 = worker&lt;br /&gt;
* 5 = big&lt;br /&gt;
* 6 = taxi&lt;br /&gt;
* 7 = moped&lt;br /&gt;
* 8 = motorbike&lt;br /&gt;
* 9 = leisureboat&lt;br /&gt;
* 10 = workerboat&lt;br /&gt;
* -1 = ignore&lt;br /&gt;
|-&lt;br /&gt;
|0x04A ||byte ||||level&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||word ||||frequency&lt;br /&gt;
|-&lt;br /&gt;
|0x08C ||dword ||||component rules&lt;br /&gt;
|-&lt;br /&gt;
|0x144 ||byte[8] ||||primary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte[8] ||||secondary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x154 ||byte ||||number of [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x170 ||dword ||||anim file index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
=== Explosion ===&lt;br /&gt;
* Start of array: 0x780C88&lt;br /&gt;
* Size of each element: 0x38&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||0 ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||1.0 ||radius&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||expansion rate&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||pointer ||0 ||owner&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||pointer ||0 ||victim&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||dword ||0 ||time to expire&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||byte ||0 ||counter&lt;br /&gt;
|-&lt;br /&gt;
|0x25 ||byte ||0 ||is counter initialised&lt;br /&gt;
|-&lt;br /&gt;
|0x26 ||byte ||0 ||no jet effect for vehicle explosion (applicable to types 3, 4, 5)&lt;br /&gt;
|-&lt;br /&gt;
|0x27 ||byte ||1 ||has sound&lt;br /&gt;
|-&lt;br /&gt;
|0x28 ||dword ||0 ||game time of vehicle explosion (applicable to types 3, 4, 5, 6, 7)&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||dword ||0 ||game time to extend effect of explosion&lt;br /&gt;
|-&lt;br /&gt;
|0x30 ||float ||0.0 ||force&lt;br /&gt;
|-&lt;br /&gt;
|0x34 ||float ||0.0 ||ground z for Molotov explosion (applicable to type 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Projectile info ===&lt;br /&gt;
* Start of array: 0x7DB888&lt;br /&gt;
* Size of each element: 0x1C&lt;br /&gt;
* Number of elements: 0x20&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||12 ||[[Weapon#Vice City|weapon type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||thrower pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||dword ||0 ||game timer to expire projectile&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||does projectile exist&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte[3] ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Text#Intro text|Intro text]] ===&lt;br /&gt;
* Start of array: 0x7F0EA0&lt;br /&gt;
* Size of each element: 0xF4&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[2] ||0.48, 1.12 ||[[033F|x,y scale]]&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||byte[4] ||225, 225, 225, 255 ||[[0340|RGBA color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||[[0341|justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte ||0 ||[[0342|center]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0E ||byte ||0 ||[[0345|background]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0F ||byte ||0 ||[[0347|background only text]]&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||182.0 ||[[0343|wrap x]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||640.0 ||[[0344|center size]]&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||byte[4] ||128, 128, 128, 128 ||[[0346|RGBA background color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||1 ||[[0348|proportional]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte ||0 ||[[03E0|draw before fade]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E ||byte ||0 ||[[03E4|right justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||word ||1 ||[[0349|font]]&lt;br /&gt;
|-&lt;br /&gt;
|0x22 ||word ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||float ||0.0, 0.0 ||[[033E|x,y position]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||wchar_t[100] ||null ||text&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03BC|Script sphere]] ===&lt;br /&gt;
* Start of array: 0x811528&lt;br /&gt;
* Size of each element: 0x18&lt;br /&gt;
* Number of elements: 0x18&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||byte ||0 ||visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x01 ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x02 ||word ||256 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||float[3] ||0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0 ||scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[058D|Taxi shortcut pick-up point]] ===&lt;br /&gt;
* Start of array: 0x812138&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x78BCD8 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016D|Police restart point]] ===&lt;br /&gt;
* Start of array: 0x933B00&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD720 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03CC|Stuck car check]] ===&lt;br /&gt;
* Start of array: 0x94AFA0&lt;br /&gt;
* Size of each element: 0x20&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||-5000.0, -5000.0, -5000.0 ||x,y,z position update&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||dword ||-1 ||game timer update&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||distance check&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||dword ||0 ||time check&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||0 ||is car stuck&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte[3] ||0 ||''align''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016C|Hospital restart point]] ===&lt;br /&gt;
* Start of array: 0x94B930&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD740 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18022</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18022"/>
		<updated>2019-10-02T15:48:02Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* CEntity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main page: [[List of statistics (VC)]]''&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Total number of stores to knock off (default is 15)&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Total number of assassination contracts to complete (default 5)&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
&lt;br /&gt;
== CEntity ==&lt;br /&gt;
The CEntity class is 0x064 bytes in size.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||pointer to [[wikipedia:Virtual method table|virtual method table]]&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||[[#CMatrix|CMatrix]] ||matrix&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||pointer ||RwObject&lt;br /&gt;
|-&lt;br /&gt;
|0x048 ||pointer ||RpAtomic&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||pointer ||RpClump&lt;br /&gt;
|-&lt;br /&gt;
|0x050 ||byte ||&lt;br /&gt;
* (&amp;amp; 7) 1 = building&lt;br /&gt;
* (&amp;amp; 7) 2 = vehicle&lt;br /&gt;
* (&amp;amp; 7) 3 = ped&lt;br /&gt;
* (&amp;amp; 7) 4 = object&lt;br /&gt;
* (&amp;amp; 7) 5 = dummy&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 0 = [[SCM_language_III/VC_definitions#STATUS|STATUS_PLAYER]]&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 1 = STATUS_PLAYER_PLAYBACKFROMBUFFER&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 2 = STATUS_SIMPLE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 3 = STATUS_PHYSICS&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 4 = STATUS_ABANDONED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 5 = STATUS_WRECKED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 6 = STATUS_TRAIN_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 7 = STATUS_TRAIN_NOT_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 8 = STATUS_HELI&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 9 = STATUS_PLANE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 10 = STATUS_PLAYER_REMOTE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 11 = STATUS_PLAYER_DISABLED&lt;br /&gt;
|-&lt;br /&gt;
|0x051 ||byte ||&lt;br /&gt;
* bit 0 = is solid&lt;br /&gt;
|-&lt;br /&gt;
|0x052 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|explosion proof]]&lt;br /&gt;
* bit 2 = visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x053 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|bullet proof]]&lt;br /&gt;
* bit 2 = fire proof&lt;br /&gt;
* bit 3 = collision proof&lt;br /&gt;
* bit 4 = melee proof&lt;br /&gt;
* bit 5 = only damaged by player&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x054&lt;br /&gt;
0x055&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x058 ||word ||scan code&lt;br /&gt;
|-&lt;br /&gt;
|0x05A ||word ||random number&lt;br /&gt;
|-&lt;br /&gt;
|0x05C ||word ||[[IDE|model index]]&lt;br /&gt;
|-&lt;br /&gt;
|0x05E ||byte ||building's level/island number&lt;br /&gt;
|-&lt;br /&gt;
|0x05F ||byte ||[[0566|object interior number]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x060&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPhysical ==&lt;br /&gt;
Offsets continue from [[#CEntity|CEntity]], which is the parent class. The CPhysical class is 0x120 bytes in size including CEntity.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x064 ||dword ||audio entity (allows sounds to play)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x068&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x06C ||dword ||last collision time&lt;br /&gt;
|-&lt;br /&gt;
|0x070 ||[[#CVector|CVector]] ||movement speed&lt;br /&gt;
|-&lt;br /&gt;
|0x07C ||[[#CVector|CVector]] ||turn speed&lt;br /&gt;
|-&lt;br /&gt;
|0x088 ||[[#CVector|CVector]] ||movement force&lt;br /&gt;
|-&lt;br /&gt;
|0x094 ||[[#CVector|CVector]] ||turn force&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0A0&lt;br /&gt;
0x0A4&lt;br /&gt;
0x0A8&lt;br /&gt;
0x0AC&lt;br /&gt;
0x0B0&lt;br /&gt;
0x0B4&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0B8 ||float ||mass&lt;br /&gt;
|-&lt;br /&gt;
|0x0BC ||float ||turn resistance&lt;br /&gt;
|-&lt;br /&gt;
|0x0C0 ||float ||acceleration resistance, initialised to 1.0&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0D0&lt;br /&gt;
0x0D4&lt;br /&gt;
0x0D8&lt;br /&gt;
0x0DC&lt;br /&gt;
0x0E0&lt;br /&gt;
0x0E4&lt;br /&gt;
0x0E5&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0E6 ||byte ||number of objects it is colliding&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0E8&lt;br /&gt;
0x0EC&lt;br /&gt;
0x0F0&lt;br /&gt;
0x0F4&lt;br /&gt;
0x0F8&lt;br /&gt;
0x0FC&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x100 ||float ||speed&lt;br /&gt;
|-&lt;br /&gt;
|0x104 ||float ||collision power (also damages vehicles)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x108&lt;br /&gt;
0x10C&lt;br /&gt;
0x110&lt;br /&gt;
0x114&lt;br /&gt;
0x118&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11A ||byte ||&lt;br /&gt;
* bit 4 = [[04AD|in water]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x11B&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11C ||byte ||current [[Collision File|collision]] value&lt;br /&gt;
|-&lt;br /&gt;
|0x11D ||byte ||origin level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPed ==&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CPed class is 0x6D8 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x141 ||byte ||fast shoot&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte ||shooting anim&lt;br /&gt;
|-&lt;br /&gt;
|0x14D ||byte ||&lt;br /&gt;
* bit 3 = is airbourne&lt;br /&gt;
* bit 4 = landing a jump&lt;br /&gt;
* bit 5 = [[0319|run walk style]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14F ||byte ||&lt;br /&gt;
* bit 7 = [[Objective|objective state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14E ||byte ||&lt;br /&gt;
* bit 2 = [[0291|heed threats]]&lt;br /&gt;
* bit 6 = firing gun/throwing projectiles&lt;br /&gt;
|-&lt;br /&gt;
|0x150 ||byte ||&lt;br /&gt;
* bit 4 = is crouching&lt;br /&gt;
|-&lt;br /&gt;
|0x151 ||byte ||&lt;br /&gt;
* bit 2 = can't be dragged out&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||&lt;br /&gt;
* bit 0 = [[0521|is drowning in water]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||byte ||sub animation&lt;br /&gt;
|-&lt;br /&gt;
|0x18C ||dword ||[[011A|threat search]]&lt;br /&gt;
|-&lt;br /&gt;
|0x244 ||dword ||player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
* 0x01 = normal on foot&lt;br /&gt;
* 0x07 = walking&lt;br /&gt;
* 0x0C = first person aiming&lt;br /&gt;
* 0x10 = running punching/attack with any weapons&lt;br /&gt;
* 0x11 = standing punching/standing getting punched&lt;br /&gt;
* 0x13 = [[0447|lifting phone]]&lt;br /&gt;
* 0x16 = autoaim&lt;br /&gt;
* 0x18 = running to enter vehicle&lt;br /&gt;
* 0x1F = weak dodge&lt;br /&gt;
* 0x24 = [[052B|answering mobile]]&lt;br /&gt;
* 0x29 = jumping&lt;br /&gt;
* 0x2A = lying onto ground/being knocked to lying on ground&lt;br /&gt;
* 0x2B = getting back up from lying on ground&lt;br /&gt;
* 0x2D = dodge car&lt;br /&gt;
* 0x32 = sitting in vehicle&lt;br /&gt;
* 0x36 = death before wasted screen&lt;br /&gt;
* 0x37 = wasted screen&lt;br /&gt;
* 0x38 = jacking car by pulling someone out/hitting someone out&lt;br /&gt;
* 0x39 = getting jacked by being pulled out&lt;br /&gt;
* 0x3A = entering vehicle&lt;br /&gt;
* 0x3C = exiting vehicle&lt;br /&gt;
* 0x3E = busted&lt;br /&gt;
|-&lt;br /&gt;
|0x24C ||byte ||&lt;br /&gt;
* 0 = exiting car&lt;br /&gt;
* 1 = standing still&lt;br /&gt;
* 2 = entering/in car/initial running&lt;br /&gt;
* 4 = running&lt;br /&gt;
* 5 = sprinting&lt;br /&gt;
|-&lt;br /&gt;
|0x354 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x358 ||float ||armor&lt;br /&gt;
|-&lt;br /&gt;
|0x378 ||float ||rotation (related to north)&lt;br /&gt;
|-&lt;br /&gt;
|0x3A8 ||[[#CVehicle|CVehicle]] pointer ||last controlled vehicle/vehicle about to be entered&lt;br /&gt;
|-&lt;br /&gt;
|0x3A4 ||byte ||target objective&lt;br /&gt;
|-&lt;br /&gt;
|0x3AC ||byte ||is in any vehicle&lt;br /&gt;
|-&lt;br /&gt;
|0x3D4 ||dword ||[[ped type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x408 ||[[#CWeapon|CWeapon]][10] ||current weapon blocks, blocks ordered by weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x4F8 ||dword ||previous weapon number to remember, e.g. when using cellphone, entered a car&lt;br /&gt;
* 45 = no need to remember&lt;br /&gt;
|-&lt;br /&gt;
|0x504 ||byte ||active weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x506 ||byte ||weapon accuracy&lt;br /&gt;
|-&lt;br /&gt;
|0x508 ||[[#CPed|CPed]] pointer ||targeted ped&lt;br /&gt;
|-&lt;br /&gt;
|0x518 ||byte ||melee anim 1&lt;br /&gt;
|-&lt;br /&gt;
|0x520 ||byte ||melee anim 2&lt;br /&gt;
|-&lt;br /&gt;
|0x52C ||float ||upper torso rotation&lt;br /&gt;
|-&lt;br /&gt;
|0x56C ||pointer[10] ||Nearest peds&lt;br /&gt;
|-&lt;br /&gt;
|0x598 ||byte ||[[031D|last damaged weapon]]&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||character last damaged by&lt;br /&gt;
|-&lt;br /&gt;
|0x5F4 ||[[#CWanted|CWanted]] pointer ||wanted level pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||damaged by character&lt;br /&gt;
|-&lt;br /&gt;
|0x600 ||float ||stamina {{ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0x604 ||float ||max stamina, initialised 150.0, +0x608 controls its increase&lt;br /&gt;
|-&lt;br /&gt;
|0x608 ||float ||stamina duration; when reaches 500.0, resets to 0.0 and increases max stamina by 10.0&lt;br /&gt;
|-&lt;br /&gt;
|0x60C ||byte ||current weapon slot again?&lt;br /&gt;
|-&lt;br /&gt;
|0x638 ||byte ||[[052C|drunkenness]]&lt;br /&gt;
|-&lt;br /&gt;
|0x639 ||byte ||drunkenness countdown toggle&lt;br /&gt;
|-&lt;br /&gt;
|0x63D ||byte ||can be damaged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVehicle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3A ||bAllTaxisHaveNitro ||byte ||[[0572|taxi boost jump]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CVehicle class is 0x2A0 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||driver behavior&lt;br /&gt;
* 0x0F = ram&lt;br /&gt;
* 0x11 = block&lt;br /&gt;
|-&lt;br /&gt;
|0x160 ||byte ||[[00AD|cruise speed]]&lt;br /&gt;
|-&lt;br /&gt;
|0x19C ||pointer ||target pointer to ram or block&lt;br /&gt;
|-&lt;br /&gt;
|0x1A0 ||byte ||primary color ([[carcols.dat]])&lt;br /&gt;
|-&lt;br /&gt;
|0x1A1 ||byte ||secondary color&lt;br /&gt;
|-&lt;br /&gt;
|0x1A2 ||byte ||car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
|-&lt;br /&gt;
|0x1A4 ||dword ||alarm duration, time in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|0x1A8 ||pointer ||driver pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x1AC ||pointer[8] ||passenger pointers&lt;br /&gt;
|-&lt;br /&gt;
|0x1CC ||byte ||[[01E9|current number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1CD ||byte ||num getting in&lt;br /&gt;
|-&lt;br /&gt;
|0x1CE ||byte ||getting in flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1CF ||byte ||getting out flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1D0 ||byte ||[[01EA|maximum number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E8 ||float ||steer angle 1&lt;br /&gt;
|-&lt;br /&gt;
|0x1EC ||float ||steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
|-&lt;br /&gt;
|0x1F0 ||float ||accelerator pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||float ||brake pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1FB ||byte ||&lt;br /&gt;
* bit 1 = [[03C9#For Vice City|is car visibly damaged]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1FD ||byte ||&lt;br /&gt;
* bit 0 = is submerged in water&lt;br /&gt;
|-&lt;br /&gt;
|0x1FE ||byte ||(&amp;amp; 7) [[0228#Bomb types|car bomb state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x201 ||byte ||[[02C8|power pills carried]] (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x204 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x210 ||pointer ||player pointer after car is armed with car bomb&lt;br /&gt;
|-&lt;br /&gt;
|0x230 ||dword ||[[020A|lock status]]&lt;br /&gt;
|-&lt;br /&gt;
|0x23C ||byte ||current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
|-&lt;br /&gt;
|0x240 ||byte ||horn status&lt;br /&gt;
|-&lt;br /&gt;
|0x245 ||byte ||is car siren on&lt;br /&gt;
|-&lt;br /&gt;
|0x29C ||dword ||vehicle type&lt;br /&gt;
*0 = general&lt;br /&gt;
*1 = boat&lt;br /&gt;
*2 = train (unused)&lt;br /&gt;
*3 = NPC police helicopter&lt;br /&gt;
*4 = NPC plane&lt;br /&gt;
*5 = bike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CAutomobile ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ABB ||m_sAllTaxiLights ||byte ||[[021F|all taxi lights]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CAutomobile class is 0x5DC bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A4 ||byte ||engine state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*100/200 = unique to BF Injection&lt;br /&gt;
*225 = burning ready to explode&lt;br /&gt;
|-&lt;br /&gt;
|0x2A5 ||byte ||left front wheel state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = popped&lt;br /&gt;
*2 = none&lt;br /&gt;
|-&lt;br /&gt;
|0x2A6 ||byte ||left rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A7 ||byte ||right front wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A8 ||byte ||right rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A9 ||byte ||bonnet damage/physical state&lt;br /&gt;
*0 = normal/closed&lt;br /&gt;
*1 = damaged&lt;br /&gt;
*2 = damaged swinging/just swinging&lt;br /&gt;
*3 = detached/[[Handling.cfg#Flag Data|no doors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2AA ||byte ||boot damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AB ||byte ||left front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AC ||byte ||right front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AD ||byte ||left rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AE ||byte ||right rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B0 ||byte ||light status&lt;br /&gt;
*bit 0/1 = front left lights&lt;br /&gt;
*bit 2/3 = front right lights&lt;br /&gt;
*bit 4/5 = rear left lights&lt;br /&gt;
*bit 6/7 = rear right lights&lt;br /&gt;
|-&lt;br /&gt;
|0x2B4 ||byte ||front side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B5 ||byte ||rear side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B6 ||byte ||front panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B7 ||byte ||rear panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x32C ||byte ||bike front tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x32D ||byte ||bike rear tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x474 ||float ||bike pitch lean&lt;br /&gt;
|-&lt;br /&gt;
|0x484 ||float ||left front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x488 ||float ||left rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x48C ||float ||right front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x490 ||float ||right rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x4E8 ||byte ||bike burnout&lt;br /&gt;
|-&lt;br /&gt;
|0x501 ||byte ||special vehicle properties&lt;br /&gt;
* bit 0 = [[0216|taxi light]]&lt;br /&gt;
* bit 1 = [[0294|not sprayable]]&lt;br /&gt;
* bit 3 = [[039C|watertight]]&lt;br /&gt;
* bit 4 = [[03ED|upside down car not damaged]]&lt;br /&gt;
* bit 5 = [[044F|bit more resistant to physical damage]]&lt;br /&gt;
* bit 6 = [[0493|tank detonate cars]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5B0 ||dword ||Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5BB ||dword ||BF-Inject Rotation angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5C5 ||byte ||[[015E#For Vice City|number of wheels on ground]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5CC ||byte ||car burnout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPlane ==&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CPlane class is 0x2B4 bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A0 ||word ||i-th plane (e.g. 0-2 for three Aeroplanes)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B1 ||byte ||is drug run Dodo (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B2 ||byte ||is drop off Dodo (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMatrix ==&lt;br /&gt;
The CMatrix class is 0x040 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||[[#CVector|CVector]] ||right&lt;br /&gt;
|-&lt;br /&gt;
|0x010 ||[[#CVector|CVector]] ||up&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||[[#CVector|CVector]] ||at&lt;br /&gt;
|-&lt;br /&gt;
|0x030 ||[[#CVector|CVector]] ||position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVector ==&lt;br /&gt;
The CVector class is 0x00C bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||float ||x-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||float ||y-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||float ||z-direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWeapon ==&lt;br /&gt;
The CWeapon class is 0x018 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[weapon]] type&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||dword ||status&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = firing in 1st person/using flamethrower&lt;br /&gt;
*2 = reloading&lt;br /&gt;
*3 = no more ammo&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||dword ||current clip&lt;br /&gt;
|-&lt;br /&gt;
|0x00C ||dword ||current ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWanted ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[Wanted level|chaos level]]&lt;br /&gt;
|-&lt;br /&gt;
|0x01E ||byte ||activity&lt;br /&gt;
*bit 0 = [[01F7|cops ignore player]]&lt;br /&gt;
*bit 1 = everyone ignore player&lt;br /&gt;
*bit 2 = [[02BC|swat required]]&lt;br /&gt;
*bit 3 = fbi required&lt;br /&gt;
*bit 4 = army required&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||dword ||HUD active wanted level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CClock ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10A3C ||ms_nGameClockSeconds ||word ||game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10A5E ||ms_Stored_nGameClockSeconds ||word ||stored game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10B33 ||ms_Stored_nGameClockHours ||byte ||[[0253|stored game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3C ||bClockHasBeenStored ||byte ||[[0253|clock has been stored]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B5D ||ms_Stored_nGameClockMinutes ||byte ||[[0253|stored game clock minutes]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B6B ||ms_nGameClockHours ||byte ||[[00C0|game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B92 ||ms_nGameClockMinutes ||byte ||[[00C0|game clock minutes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CGame ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0068DD68 ||nastyGame ||byte ||[[0351|is nasty game]]&lt;br /&gt;
|-&lt;br /&gt;
|00978810 ||currArea ||dword ||[[04BB|current area (interior)]]&lt;br /&gt;
|-&lt;br /&gt;
|00A0D9AC ||currLevel ||dword ||[[ZONE#Vice City|current level (island)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPopulation ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10AB3 ||ms_bGivePedsWeapons ||byte ||weapons for all cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMenuManager ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00869680 ||m_PrefsLanguage ||dword ||current language preference&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CTrafficLights ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ADC ||bGreenLightsCheat ||byte ||traffic lights cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CShinyTexts ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00978618 ||NumShinyTexts ||dword ||number of shiny texts (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The CShinyTexts class is 0x58 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x00&lt;br /&gt;
0x0C&lt;br /&gt;
0x18&lt;br /&gt;
0x24&lt;br /&gt;
0x30&lt;br /&gt;
0x34&lt;br /&gt;
0x38&lt;br /&gt;
0x3C&lt;br /&gt;
0x40&lt;br /&gt;
0x44&lt;br /&gt;
0x48&lt;br /&gt;
0x4C&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x50 ||float ||distance&lt;br /&gt;
|-&lt;br /&gt;
|0x54 ||byte ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x55 ||byte ||red&lt;br /&gt;
|-&lt;br /&gt;
|0x56 ||byte ||green&lt;br /&gt;
|-&lt;br /&gt;
|0x57 ||byte ||blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CRecordDataForChase ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B98 ||Status ||byte ||status of [[Chase.dat|chase scene]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMBlur ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00697D54 ||BlurOn ||byte ||[[Trails in Vice City|trails preference]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CObject ==&lt;br /&gt;
Offsets continue after [[#CPhysical|CPhysical]], which is the parent class. The CObject class is 0x1A0 bytes in size and includes CEntity and CPhysical.&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
[[#CEntity|CEntity]]&lt;br /&gt;
[[#CPhysical|CPhysical]]&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x695680 - [4 bytes] - moon size&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x974C34 - dword - number of activated [[crane]]s&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0x97F264 - float - [[015D|time scale]]&lt;br /&gt;
* 0x9B6CE4 - dword - [[03EC|number of vehicles collected by military crane]]&lt;br /&gt;
* 0xA0D1CC - dword - camera current [[CULL|cullzone]]&lt;br /&gt;
* 0xA0DAC0 - dword - player current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10942 - char[30] - Buffer of 30 last typed characters, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - word - [[03E7|hud item to flash]]&lt;br /&gt;
* 0xA10AB5 - byte - [[0335|resprays are free]]&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10B32 - byte - [[021D|bombs are free]] (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
== Arrays ==&lt;br /&gt;
=== [[0190|Upside down car check]] ===&lt;br /&gt;
* Start of array: 0x7D96D8&lt;br /&gt;
* Size of each element: 0x8&lt;br /&gt;
* Number of elements: 0x6&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||duration upside down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructed arrays ==&lt;br /&gt;
These are arrays constructed by the function &amp;lt;code&amp;gt;__construct_array&amp;lt;/code&amp;gt; (0x6402D0).&lt;br /&gt;
&lt;br /&gt;
=== Vehicle model info ===&lt;br /&gt;
* Start of array: 0x752A8C&lt;br /&gt;
* Size of each element: 0x174&lt;br /&gt;
* Number of elements: 0x6E&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||||virtual table&lt;br /&gt;
|-&lt;br /&gt;
|0x032 ||char[8] ||||[[GXT]] key&lt;br /&gt;
|-&lt;br /&gt;
|0x03C ||dword ||||type&lt;br /&gt;
* 0 = cars&lt;br /&gt;
* 1 = boat&lt;br /&gt;
* 2 = train&lt;br /&gt;
* 3 = heli&lt;br /&gt;
* 4 = plane&lt;br /&gt;
* 5 = bike&lt;br /&gt;
|-&lt;br /&gt;
|0x040 ||float ||||wheel scale&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||word ||||wheel model index&lt;br /&gt;
|-&lt;br /&gt;
|0x046 ||byte ||||handling index&lt;br /&gt;
|-&lt;br /&gt;
|0x049 ||byte ||||class&lt;br /&gt;
* 0 = normal&lt;br /&gt;
* 1 = poorfamily&lt;br /&gt;
* 2 = richfamily&lt;br /&gt;
* 3 = executive&lt;br /&gt;
* 4 = worker&lt;br /&gt;
* 5 = big&lt;br /&gt;
* 6 = taxi&lt;br /&gt;
* 7 = moped&lt;br /&gt;
* 8 = motorbike&lt;br /&gt;
* 9 = leisureboat&lt;br /&gt;
* 10 = workerboat&lt;br /&gt;
* -1 = ignore&lt;br /&gt;
|-&lt;br /&gt;
|0x04A ||byte ||||level&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||word ||||frequency&lt;br /&gt;
|-&lt;br /&gt;
|0x08C ||dword ||||component rules&lt;br /&gt;
|-&lt;br /&gt;
|0x144 ||byte[8] ||||primary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte[8] ||||secondary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x154 ||byte ||||number of [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x170 ||dword ||||anim file index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
=== Explosion ===&lt;br /&gt;
* Start of array: 0x780C88&lt;br /&gt;
* Size of each element: 0x38&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||0 ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||1.0 ||radius&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||expansion rate&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||pointer ||0 ||owner&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||pointer ||0 ||victim&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||dword ||0 ||time to expire&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||byte ||0 ||counter&lt;br /&gt;
|-&lt;br /&gt;
|0x25 ||byte ||0 ||is counter initialised&lt;br /&gt;
|-&lt;br /&gt;
|0x26 ||byte ||0 ||no jet effect for vehicle explosion (applicable to types 3, 4, 5)&lt;br /&gt;
|-&lt;br /&gt;
|0x27 ||byte ||1 ||has sound&lt;br /&gt;
|-&lt;br /&gt;
|0x28 ||dword ||0 ||game time of vehicle explosion (applicable to types 3, 4, 5, 6, 7)&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||dword ||0 ||game time to extend effect of explosion&lt;br /&gt;
|-&lt;br /&gt;
|0x30 ||float ||0.0 ||force&lt;br /&gt;
|-&lt;br /&gt;
|0x34 ||float ||0.0 ||ground z for Molotov explosion (applicable to type 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Projectile info ===&lt;br /&gt;
* Start of array: 0x7DB888&lt;br /&gt;
* Size of each element: 0x1C&lt;br /&gt;
* Number of elements: 0x20&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||12 ||[[Weapon#Vice City|weapon type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||thrower pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||dword ||0 ||game timer to expire projectile&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||does projectile exist&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte[3] ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Text#Intro text|Intro text]] ===&lt;br /&gt;
* Start of array: 0x7F0EA0&lt;br /&gt;
* Size of each element: 0xF4&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[2] ||0.48, 1.12 ||[[033F|x,y scale]]&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||byte[4] ||225, 225, 225, 255 ||[[0340|RGBA color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||[[0341|justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte ||0 ||[[0342|center]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0E ||byte ||0 ||[[0345|background]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0F ||byte ||0 ||[[0347|background only text]]&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||182.0 ||[[0343|wrap x]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||640.0 ||[[0344|center size]]&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||byte[4] ||128, 128, 128, 128 ||[[0346|RGBA background color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||1 ||[[0348|proportional]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte ||0 ||[[03E0|draw before fade]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E ||byte ||0 ||[[03E4|right justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||word ||1 ||[[0349|font]]&lt;br /&gt;
|-&lt;br /&gt;
|0x22 ||word ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||float ||0.0, 0.0 ||[[033E|x,y position]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||wchar_t[100] ||null ||text&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03BC|Script sphere]] ===&lt;br /&gt;
* Start of array: 0x811528&lt;br /&gt;
* Size of each element: 0x18&lt;br /&gt;
* Number of elements: 0x18&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||byte ||0 ||visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x01 ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x02 ||word ||256 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||float[3] ||0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0 ||scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[058D|Taxi shortcut pick-up point]] ===&lt;br /&gt;
* Start of array: 0x812138&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x78BCD8 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016D|Police restart point]] ===&lt;br /&gt;
* Start of array: 0x933B00&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD720 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03CC|Stuck car check]] ===&lt;br /&gt;
* Start of array: 0x94AFA0&lt;br /&gt;
* Size of each element: 0x20&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||-5000.0, -5000.0, -5000.0 ||x,y,z position update&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||dword ||-1 ||game timer update&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||distance check&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||dword ||0 ||time check&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||0 ||is car stuck&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte[3] ||0 ||''align''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016C|Hospital restart point]] ===&lt;br /&gt;
* Start of array: 0x94B930&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD740 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18021</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18021"/>
		<updated>2019-10-02T15:47:43Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* CObject */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main page: [[List of statistics (VC)]]''&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Total number of stores to knock off (default is 15)&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Total number of assassination contracts to complete (default 5)&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
&lt;br /&gt;
== CEntity ==&lt;br /&gt;
The CEntity class is 0x064 bytes in size. Part of CObject as others below.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||pointer to [[wikipedia:Virtual method table|virtual method table]]&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||[[#CMatrix|CMatrix]] ||matrix&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||pointer ||RwObject&lt;br /&gt;
|-&lt;br /&gt;
|0x048 ||pointer ||RpAtomic&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||pointer ||RpClump&lt;br /&gt;
|-&lt;br /&gt;
|0x050 ||byte ||&lt;br /&gt;
* (&amp;amp; 7) 1 = building&lt;br /&gt;
* (&amp;amp; 7) 2 = vehicle&lt;br /&gt;
* (&amp;amp; 7) 3 = ped&lt;br /&gt;
* (&amp;amp; 7) 4 = object&lt;br /&gt;
* (&amp;amp; 7) 5 = dummy&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 0 = [[SCM_language_III/VC_definitions#STATUS|STATUS_PLAYER]]&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 1 = STATUS_PLAYER_PLAYBACKFROMBUFFER&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 2 = STATUS_SIMPLE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 3 = STATUS_PHYSICS&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 4 = STATUS_ABANDONED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 5 = STATUS_WRECKED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 6 = STATUS_TRAIN_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 7 = STATUS_TRAIN_NOT_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 8 = STATUS_HELI&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 9 = STATUS_PLANE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 10 = STATUS_PLAYER_REMOTE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 11 = STATUS_PLAYER_DISABLED&lt;br /&gt;
|-&lt;br /&gt;
|0x051 ||byte ||&lt;br /&gt;
* bit 0 = is solid&lt;br /&gt;
|-&lt;br /&gt;
|0x052 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|explosion proof]]&lt;br /&gt;
* bit 2 = visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x053 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|bullet proof]]&lt;br /&gt;
* bit 2 = fire proof&lt;br /&gt;
* bit 3 = collision proof&lt;br /&gt;
* bit 4 = melee proof&lt;br /&gt;
* bit 5 = only damaged by player&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x054&lt;br /&gt;
0x055&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x058 ||word ||scan code&lt;br /&gt;
|-&lt;br /&gt;
|0x05A ||word ||random number&lt;br /&gt;
|-&lt;br /&gt;
|0x05C ||word ||[[IDE|model index]]&lt;br /&gt;
|-&lt;br /&gt;
|0x05E ||byte ||building's level/island number&lt;br /&gt;
|-&lt;br /&gt;
|0x05F ||byte ||[[0566|object interior number]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x060&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPhysical ==&lt;br /&gt;
Offsets continue from [[#CEntity|CEntity]], which is the parent class. The CPhysical class is 0x120 bytes in size including CEntity.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x064 ||dword ||audio entity (allows sounds to play)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x068&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x06C ||dword ||last collision time&lt;br /&gt;
|-&lt;br /&gt;
|0x070 ||[[#CVector|CVector]] ||movement speed&lt;br /&gt;
|-&lt;br /&gt;
|0x07C ||[[#CVector|CVector]] ||turn speed&lt;br /&gt;
|-&lt;br /&gt;
|0x088 ||[[#CVector|CVector]] ||movement force&lt;br /&gt;
|-&lt;br /&gt;
|0x094 ||[[#CVector|CVector]] ||turn force&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0A0&lt;br /&gt;
0x0A4&lt;br /&gt;
0x0A8&lt;br /&gt;
0x0AC&lt;br /&gt;
0x0B0&lt;br /&gt;
0x0B4&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0B8 ||float ||mass&lt;br /&gt;
|-&lt;br /&gt;
|0x0BC ||float ||turn resistance&lt;br /&gt;
|-&lt;br /&gt;
|0x0C0 ||float ||acceleration resistance, initialised to 1.0&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0D0&lt;br /&gt;
0x0D4&lt;br /&gt;
0x0D8&lt;br /&gt;
0x0DC&lt;br /&gt;
0x0E0&lt;br /&gt;
0x0E4&lt;br /&gt;
0x0E5&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0E6 ||byte ||number of objects it is colliding&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0E8&lt;br /&gt;
0x0EC&lt;br /&gt;
0x0F0&lt;br /&gt;
0x0F4&lt;br /&gt;
0x0F8&lt;br /&gt;
0x0FC&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x100 ||float ||speed&lt;br /&gt;
|-&lt;br /&gt;
|0x104 ||float ||collision power (also damages vehicles)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x108&lt;br /&gt;
0x10C&lt;br /&gt;
0x110&lt;br /&gt;
0x114&lt;br /&gt;
0x118&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11A ||byte ||&lt;br /&gt;
* bit 4 = [[04AD|in water]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x11B&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11C ||byte ||current [[Collision File|collision]] value&lt;br /&gt;
|-&lt;br /&gt;
|0x11D ||byte ||origin level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPed ==&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CPed class is 0x6D8 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x141 ||byte ||fast shoot&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte ||shooting anim&lt;br /&gt;
|-&lt;br /&gt;
|0x14D ||byte ||&lt;br /&gt;
* bit 3 = is airbourne&lt;br /&gt;
* bit 4 = landing a jump&lt;br /&gt;
* bit 5 = [[0319|run walk style]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14F ||byte ||&lt;br /&gt;
* bit 7 = [[Objective|objective state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14E ||byte ||&lt;br /&gt;
* bit 2 = [[0291|heed threats]]&lt;br /&gt;
* bit 6 = firing gun/throwing projectiles&lt;br /&gt;
|-&lt;br /&gt;
|0x150 ||byte ||&lt;br /&gt;
* bit 4 = is crouching&lt;br /&gt;
|-&lt;br /&gt;
|0x151 ||byte ||&lt;br /&gt;
* bit 2 = can't be dragged out&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||&lt;br /&gt;
* bit 0 = [[0521|is drowning in water]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||byte ||sub animation&lt;br /&gt;
|-&lt;br /&gt;
|0x18C ||dword ||[[011A|threat search]]&lt;br /&gt;
|-&lt;br /&gt;
|0x244 ||dword ||player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
* 0x01 = normal on foot&lt;br /&gt;
* 0x07 = walking&lt;br /&gt;
* 0x0C = first person aiming&lt;br /&gt;
* 0x10 = running punching/attack with any weapons&lt;br /&gt;
* 0x11 = standing punching/standing getting punched&lt;br /&gt;
* 0x13 = [[0447|lifting phone]]&lt;br /&gt;
* 0x16 = autoaim&lt;br /&gt;
* 0x18 = running to enter vehicle&lt;br /&gt;
* 0x1F = weak dodge&lt;br /&gt;
* 0x24 = [[052B|answering mobile]]&lt;br /&gt;
* 0x29 = jumping&lt;br /&gt;
* 0x2A = lying onto ground/being knocked to lying on ground&lt;br /&gt;
* 0x2B = getting back up from lying on ground&lt;br /&gt;
* 0x2D = dodge car&lt;br /&gt;
* 0x32 = sitting in vehicle&lt;br /&gt;
* 0x36 = death before wasted screen&lt;br /&gt;
* 0x37 = wasted screen&lt;br /&gt;
* 0x38 = jacking car by pulling someone out/hitting someone out&lt;br /&gt;
* 0x39 = getting jacked by being pulled out&lt;br /&gt;
* 0x3A = entering vehicle&lt;br /&gt;
* 0x3C = exiting vehicle&lt;br /&gt;
* 0x3E = busted&lt;br /&gt;
|-&lt;br /&gt;
|0x24C ||byte ||&lt;br /&gt;
* 0 = exiting car&lt;br /&gt;
* 1 = standing still&lt;br /&gt;
* 2 = entering/in car/initial running&lt;br /&gt;
* 4 = running&lt;br /&gt;
* 5 = sprinting&lt;br /&gt;
|-&lt;br /&gt;
|0x354 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x358 ||float ||armor&lt;br /&gt;
|-&lt;br /&gt;
|0x378 ||float ||rotation (related to north)&lt;br /&gt;
|-&lt;br /&gt;
|0x3A8 ||[[#CVehicle|CVehicle]] pointer ||last controlled vehicle/vehicle about to be entered&lt;br /&gt;
|-&lt;br /&gt;
|0x3A4 ||byte ||target objective&lt;br /&gt;
|-&lt;br /&gt;
|0x3AC ||byte ||is in any vehicle&lt;br /&gt;
|-&lt;br /&gt;
|0x3D4 ||dword ||[[ped type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x408 ||[[#CWeapon|CWeapon]][10] ||current weapon blocks, blocks ordered by weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x4F8 ||dword ||previous weapon number to remember, e.g. when using cellphone, entered a car&lt;br /&gt;
* 45 = no need to remember&lt;br /&gt;
|-&lt;br /&gt;
|0x504 ||byte ||active weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x506 ||byte ||weapon accuracy&lt;br /&gt;
|-&lt;br /&gt;
|0x508 ||[[#CPed|CPed]] pointer ||targeted ped&lt;br /&gt;
|-&lt;br /&gt;
|0x518 ||byte ||melee anim 1&lt;br /&gt;
|-&lt;br /&gt;
|0x520 ||byte ||melee anim 2&lt;br /&gt;
|-&lt;br /&gt;
|0x52C ||float ||upper torso rotation&lt;br /&gt;
|-&lt;br /&gt;
|0x56C ||pointer[10] ||Nearest peds&lt;br /&gt;
|-&lt;br /&gt;
|0x598 ||byte ||[[031D|last damaged weapon]]&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||character last damaged by&lt;br /&gt;
|-&lt;br /&gt;
|0x5F4 ||[[#CWanted|CWanted]] pointer ||wanted level pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||damaged by character&lt;br /&gt;
|-&lt;br /&gt;
|0x600 ||float ||stamina {{ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0x604 ||float ||max stamina, initialised 150.0, +0x608 controls its increase&lt;br /&gt;
|-&lt;br /&gt;
|0x608 ||float ||stamina duration; when reaches 500.0, resets to 0.0 and increases max stamina by 10.0&lt;br /&gt;
|-&lt;br /&gt;
|0x60C ||byte ||current weapon slot again?&lt;br /&gt;
|-&lt;br /&gt;
|0x638 ||byte ||[[052C|drunkenness]]&lt;br /&gt;
|-&lt;br /&gt;
|0x639 ||byte ||drunkenness countdown toggle&lt;br /&gt;
|-&lt;br /&gt;
|0x63D ||byte ||can be damaged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVehicle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3A ||bAllTaxisHaveNitro ||byte ||[[0572|taxi boost jump]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CVehicle class is 0x2A0 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||driver behavior&lt;br /&gt;
* 0x0F = ram&lt;br /&gt;
* 0x11 = block&lt;br /&gt;
|-&lt;br /&gt;
|0x160 ||byte ||[[00AD|cruise speed]]&lt;br /&gt;
|-&lt;br /&gt;
|0x19C ||pointer ||target pointer to ram or block&lt;br /&gt;
|-&lt;br /&gt;
|0x1A0 ||byte ||primary color ([[carcols.dat]])&lt;br /&gt;
|-&lt;br /&gt;
|0x1A1 ||byte ||secondary color&lt;br /&gt;
|-&lt;br /&gt;
|0x1A2 ||byte ||car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
|-&lt;br /&gt;
|0x1A4 ||dword ||alarm duration, time in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|0x1A8 ||pointer ||driver pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x1AC ||pointer[8] ||passenger pointers&lt;br /&gt;
|-&lt;br /&gt;
|0x1CC ||byte ||[[01E9|current number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1CD ||byte ||num getting in&lt;br /&gt;
|-&lt;br /&gt;
|0x1CE ||byte ||getting in flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1CF ||byte ||getting out flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1D0 ||byte ||[[01EA|maximum number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E8 ||float ||steer angle 1&lt;br /&gt;
|-&lt;br /&gt;
|0x1EC ||float ||steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
|-&lt;br /&gt;
|0x1F0 ||float ||accelerator pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||float ||brake pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1FB ||byte ||&lt;br /&gt;
* bit 1 = [[03C9#For Vice City|is car visibly damaged]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1FD ||byte ||&lt;br /&gt;
* bit 0 = is submerged in water&lt;br /&gt;
|-&lt;br /&gt;
|0x1FE ||byte ||(&amp;amp; 7) [[0228#Bomb types|car bomb state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x201 ||byte ||[[02C8|power pills carried]] (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x204 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x210 ||pointer ||player pointer after car is armed with car bomb&lt;br /&gt;
|-&lt;br /&gt;
|0x230 ||dword ||[[020A|lock status]]&lt;br /&gt;
|-&lt;br /&gt;
|0x23C ||byte ||current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
|-&lt;br /&gt;
|0x240 ||byte ||horn status&lt;br /&gt;
|-&lt;br /&gt;
|0x245 ||byte ||is car siren on&lt;br /&gt;
|-&lt;br /&gt;
|0x29C ||dword ||vehicle type&lt;br /&gt;
*0 = general&lt;br /&gt;
*1 = boat&lt;br /&gt;
*2 = train (unused)&lt;br /&gt;
*3 = NPC police helicopter&lt;br /&gt;
*4 = NPC plane&lt;br /&gt;
*5 = bike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CAutomobile ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ABB ||m_sAllTaxiLights ||byte ||[[021F|all taxi lights]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CAutomobile class is 0x5DC bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A4 ||byte ||engine state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*100/200 = unique to BF Injection&lt;br /&gt;
*225 = burning ready to explode&lt;br /&gt;
|-&lt;br /&gt;
|0x2A5 ||byte ||left front wheel state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = popped&lt;br /&gt;
*2 = none&lt;br /&gt;
|-&lt;br /&gt;
|0x2A6 ||byte ||left rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A7 ||byte ||right front wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A8 ||byte ||right rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A9 ||byte ||bonnet damage/physical state&lt;br /&gt;
*0 = normal/closed&lt;br /&gt;
*1 = damaged&lt;br /&gt;
*2 = damaged swinging/just swinging&lt;br /&gt;
*3 = detached/[[Handling.cfg#Flag Data|no doors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2AA ||byte ||boot damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AB ||byte ||left front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AC ||byte ||right front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AD ||byte ||left rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AE ||byte ||right rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B0 ||byte ||light status&lt;br /&gt;
*bit 0/1 = front left lights&lt;br /&gt;
*bit 2/3 = front right lights&lt;br /&gt;
*bit 4/5 = rear left lights&lt;br /&gt;
*bit 6/7 = rear right lights&lt;br /&gt;
|-&lt;br /&gt;
|0x2B4 ||byte ||front side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B5 ||byte ||rear side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B6 ||byte ||front panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B7 ||byte ||rear panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x32C ||byte ||bike front tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x32D ||byte ||bike rear tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x474 ||float ||bike pitch lean&lt;br /&gt;
|-&lt;br /&gt;
|0x484 ||float ||left front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x488 ||float ||left rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x48C ||float ||right front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x490 ||float ||right rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x4E8 ||byte ||bike burnout&lt;br /&gt;
|-&lt;br /&gt;
|0x501 ||byte ||special vehicle properties&lt;br /&gt;
* bit 0 = [[0216|taxi light]]&lt;br /&gt;
* bit 1 = [[0294|not sprayable]]&lt;br /&gt;
* bit 3 = [[039C|watertight]]&lt;br /&gt;
* bit 4 = [[03ED|upside down car not damaged]]&lt;br /&gt;
* bit 5 = [[044F|bit more resistant to physical damage]]&lt;br /&gt;
* bit 6 = [[0493|tank detonate cars]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5B0 ||dword ||Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5BB ||dword ||BF-Inject Rotation angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5C5 ||byte ||[[015E#For Vice City|number of wheels on ground]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5CC ||byte ||car burnout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPlane ==&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CPlane class is 0x2B4 bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A0 ||word ||i-th plane (e.g. 0-2 for three Aeroplanes)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B1 ||byte ||is drug run Dodo (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B2 ||byte ||is drop off Dodo (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMatrix ==&lt;br /&gt;
The CMatrix class is 0x040 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||[[#CVector|CVector]] ||right&lt;br /&gt;
|-&lt;br /&gt;
|0x010 ||[[#CVector|CVector]] ||up&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||[[#CVector|CVector]] ||at&lt;br /&gt;
|-&lt;br /&gt;
|0x030 ||[[#CVector|CVector]] ||position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVector ==&lt;br /&gt;
The CVector class is 0x00C bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||float ||x-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||float ||y-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||float ||z-direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWeapon ==&lt;br /&gt;
The CWeapon class is 0x018 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[weapon]] type&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||dword ||status&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = firing in 1st person/using flamethrower&lt;br /&gt;
*2 = reloading&lt;br /&gt;
*3 = no more ammo&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||dword ||current clip&lt;br /&gt;
|-&lt;br /&gt;
|0x00C ||dword ||current ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWanted ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[Wanted level|chaos level]]&lt;br /&gt;
|-&lt;br /&gt;
|0x01E ||byte ||activity&lt;br /&gt;
*bit 0 = [[01F7|cops ignore player]]&lt;br /&gt;
*bit 1 = everyone ignore player&lt;br /&gt;
*bit 2 = [[02BC|swat required]]&lt;br /&gt;
*bit 3 = fbi required&lt;br /&gt;
*bit 4 = army required&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||dword ||HUD active wanted level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CClock ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10A3C ||ms_nGameClockSeconds ||word ||game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10A5E ||ms_Stored_nGameClockSeconds ||word ||stored game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10B33 ||ms_Stored_nGameClockHours ||byte ||[[0253|stored game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3C ||bClockHasBeenStored ||byte ||[[0253|clock has been stored]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B5D ||ms_Stored_nGameClockMinutes ||byte ||[[0253|stored game clock minutes]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B6B ||ms_nGameClockHours ||byte ||[[00C0|game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B92 ||ms_nGameClockMinutes ||byte ||[[00C0|game clock minutes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CGame ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0068DD68 ||nastyGame ||byte ||[[0351|is nasty game]]&lt;br /&gt;
|-&lt;br /&gt;
|00978810 ||currArea ||dword ||[[04BB|current area (interior)]]&lt;br /&gt;
|-&lt;br /&gt;
|00A0D9AC ||currLevel ||dword ||[[ZONE#Vice City|current level (island)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPopulation ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10AB3 ||ms_bGivePedsWeapons ||byte ||weapons for all cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMenuManager ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00869680 ||m_PrefsLanguage ||dword ||current language preference&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CTrafficLights ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ADC ||bGreenLightsCheat ||byte ||traffic lights cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CShinyTexts ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00978618 ||NumShinyTexts ||dword ||number of shiny texts (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The CShinyTexts class is 0x58 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x00&lt;br /&gt;
0x0C&lt;br /&gt;
0x18&lt;br /&gt;
0x24&lt;br /&gt;
0x30&lt;br /&gt;
0x34&lt;br /&gt;
0x38&lt;br /&gt;
0x3C&lt;br /&gt;
0x40&lt;br /&gt;
0x44&lt;br /&gt;
0x48&lt;br /&gt;
0x4C&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x50 ||float ||distance&lt;br /&gt;
|-&lt;br /&gt;
|0x54 ||byte ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x55 ||byte ||red&lt;br /&gt;
|-&lt;br /&gt;
|0x56 ||byte ||green&lt;br /&gt;
|-&lt;br /&gt;
|0x57 ||byte ||blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CRecordDataForChase ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B98 ||Status ||byte ||status of [[Chase.dat|chase scene]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMBlur ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00697D54 ||BlurOn ||byte ||[[Trails in Vice City|trails preference]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CObject ==&lt;br /&gt;
Offsets continue after [[#CPhysical|CPhysical]], which is the parent class. The CObject class is 0x1A0 bytes in size and includes CEntity and CPhysical.&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
[[#CEntity|CEntity]]&lt;br /&gt;
[[#CPhysical|CPhysical]]&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x695680 - [4 bytes] - moon size&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x974C34 - dword - number of activated [[crane]]s&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0x97F264 - float - [[015D|time scale]]&lt;br /&gt;
* 0x9B6CE4 - dword - [[03EC|number of vehicles collected by military crane]]&lt;br /&gt;
* 0xA0D1CC - dword - camera current [[CULL|cullzone]]&lt;br /&gt;
* 0xA0DAC0 - dword - player current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10942 - char[30] - Buffer of 30 last typed characters, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - word - [[03E7|hud item to flash]]&lt;br /&gt;
* 0xA10AB5 - byte - [[0335|resprays are free]]&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10B32 - byte - [[021D|bombs are free]] (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
== Arrays ==&lt;br /&gt;
=== [[0190|Upside down car check]] ===&lt;br /&gt;
* Start of array: 0x7D96D8&lt;br /&gt;
* Size of each element: 0x8&lt;br /&gt;
* Number of elements: 0x6&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||duration upside down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructed arrays ==&lt;br /&gt;
These are arrays constructed by the function &amp;lt;code&amp;gt;__construct_array&amp;lt;/code&amp;gt; (0x6402D0).&lt;br /&gt;
&lt;br /&gt;
=== Vehicle model info ===&lt;br /&gt;
* Start of array: 0x752A8C&lt;br /&gt;
* Size of each element: 0x174&lt;br /&gt;
* Number of elements: 0x6E&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||||virtual table&lt;br /&gt;
|-&lt;br /&gt;
|0x032 ||char[8] ||||[[GXT]] key&lt;br /&gt;
|-&lt;br /&gt;
|0x03C ||dword ||||type&lt;br /&gt;
* 0 = cars&lt;br /&gt;
* 1 = boat&lt;br /&gt;
* 2 = train&lt;br /&gt;
* 3 = heli&lt;br /&gt;
* 4 = plane&lt;br /&gt;
* 5 = bike&lt;br /&gt;
|-&lt;br /&gt;
|0x040 ||float ||||wheel scale&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||word ||||wheel model index&lt;br /&gt;
|-&lt;br /&gt;
|0x046 ||byte ||||handling index&lt;br /&gt;
|-&lt;br /&gt;
|0x049 ||byte ||||class&lt;br /&gt;
* 0 = normal&lt;br /&gt;
* 1 = poorfamily&lt;br /&gt;
* 2 = richfamily&lt;br /&gt;
* 3 = executive&lt;br /&gt;
* 4 = worker&lt;br /&gt;
* 5 = big&lt;br /&gt;
* 6 = taxi&lt;br /&gt;
* 7 = moped&lt;br /&gt;
* 8 = motorbike&lt;br /&gt;
* 9 = leisureboat&lt;br /&gt;
* 10 = workerboat&lt;br /&gt;
* -1 = ignore&lt;br /&gt;
|-&lt;br /&gt;
|0x04A ||byte ||||level&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||word ||||frequency&lt;br /&gt;
|-&lt;br /&gt;
|0x08C ||dword ||||component rules&lt;br /&gt;
|-&lt;br /&gt;
|0x144 ||byte[8] ||||primary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte[8] ||||secondary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x154 ||byte ||||number of [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x170 ||dword ||||anim file index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
=== Explosion ===&lt;br /&gt;
* Start of array: 0x780C88&lt;br /&gt;
* Size of each element: 0x38&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||0 ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||1.0 ||radius&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||expansion rate&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||pointer ||0 ||owner&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||pointer ||0 ||victim&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||dword ||0 ||time to expire&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||byte ||0 ||counter&lt;br /&gt;
|-&lt;br /&gt;
|0x25 ||byte ||0 ||is counter initialised&lt;br /&gt;
|-&lt;br /&gt;
|0x26 ||byte ||0 ||no jet effect for vehicle explosion (applicable to types 3, 4, 5)&lt;br /&gt;
|-&lt;br /&gt;
|0x27 ||byte ||1 ||has sound&lt;br /&gt;
|-&lt;br /&gt;
|0x28 ||dword ||0 ||game time of vehicle explosion (applicable to types 3, 4, 5, 6, 7)&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||dword ||0 ||game time to extend effect of explosion&lt;br /&gt;
|-&lt;br /&gt;
|0x30 ||float ||0.0 ||force&lt;br /&gt;
|-&lt;br /&gt;
|0x34 ||float ||0.0 ||ground z for Molotov explosion (applicable to type 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Projectile info ===&lt;br /&gt;
* Start of array: 0x7DB888&lt;br /&gt;
* Size of each element: 0x1C&lt;br /&gt;
* Number of elements: 0x20&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||12 ||[[Weapon#Vice City|weapon type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||thrower pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||dword ||0 ||game timer to expire projectile&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||does projectile exist&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte[3] ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Text#Intro text|Intro text]] ===&lt;br /&gt;
* Start of array: 0x7F0EA0&lt;br /&gt;
* Size of each element: 0xF4&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[2] ||0.48, 1.12 ||[[033F|x,y scale]]&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||byte[4] ||225, 225, 225, 255 ||[[0340|RGBA color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||[[0341|justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte ||0 ||[[0342|center]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0E ||byte ||0 ||[[0345|background]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0F ||byte ||0 ||[[0347|background only text]]&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||182.0 ||[[0343|wrap x]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||640.0 ||[[0344|center size]]&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||byte[4] ||128, 128, 128, 128 ||[[0346|RGBA background color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||1 ||[[0348|proportional]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte ||0 ||[[03E0|draw before fade]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E ||byte ||0 ||[[03E4|right justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||word ||1 ||[[0349|font]]&lt;br /&gt;
|-&lt;br /&gt;
|0x22 ||word ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||float ||0.0, 0.0 ||[[033E|x,y position]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||wchar_t[100] ||null ||text&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03BC|Script sphere]] ===&lt;br /&gt;
* Start of array: 0x811528&lt;br /&gt;
* Size of each element: 0x18&lt;br /&gt;
* Number of elements: 0x18&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||byte ||0 ||visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x01 ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x02 ||word ||256 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||float[3] ||0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0 ||scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[058D|Taxi shortcut pick-up point]] ===&lt;br /&gt;
* Start of array: 0x812138&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x78BCD8 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016D|Police restart point]] ===&lt;br /&gt;
* Start of array: 0x933B00&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD720 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03CC|Stuck car check]] ===&lt;br /&gt;
* Start of array: 0x94AFA0&lt;br /&gt;
* Size of each element: 0x20&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||-5000.0, -5000.0, -5000.0 ||x,y,z position update&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||dword ||-1 ||game timer update&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||distance check&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||dword ||0 ||time check&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||0 ||is car stuck&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte[3] ||0 ||''align''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016C|Hospital restart point]] ===&lt;br /&gt;
* Start of array: 0x94B930&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD740 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18020</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=18020"/>
		<updated>2019-10-02T15:39:05Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* CEntity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
:''Main page: [[List of statistics (VC)]]''&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Total number of stores to knock off (default is 15)&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Total number of assassination contracts to complete (default 5)&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
&lt;br /&gt;
== CEntity ==&lt;br /&gt;
The CEntity class is 0x064 bytes in size. Part of CObject as others below.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||pointer to [[wikipedia:Virtual method table|virtual method table]]&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||[[#CMatrix|CMatrix]] ||matrix&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||pointer ||RwObject&lt;br /&gt;
|-&lt;br /&gt;
|0x048 ||pointer ||RpAtomic&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||pointer ||RpClump&lt;br /&gt;
|-&lt;br /&gt;
|0x050 ||byte ||&lt;br /&gt;
* (&amp;amp; 7) 1 = building&lt;br /&gt;
* (&amp;amp; 7) 2 = vehicle&lt;br /&gt;
* (&amp;amp; 7) 3 = ped&lt;br /&gt;
* (&amp;amp; 7) 4 = object&lt;br /&gt;
* (&amp;amp; 7) 5 = dummy&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 0 = [[SCM_language_III/VC_definitions#STATUS|STATUS_PLAYER]]&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 1 = STATUS_PLAYER_PLAYBACKFROMBUFFER&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 2 = STATUS_SIMPLE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 3 = STATUS_PHYSICS&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 4 = STATUS_ABANDONED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 5 = STATUS_WRECKED&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 6 = STATUS_TRAIN_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 7 = STATUS_TRAIN_NOT_MOVING&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 8 = STATUS_HELI&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 9 = STATUS_PLANE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 10 = STATUS_PLAYER_REMOTE&lt;br /&gt;
* (&amp;gt;&amp;gt; 3) 11 = STATUS_PLAYER_DISABLED&lt;br /&gt;
|-&lt;br /&gt;
|0x051 ||byte ||&lt;br /&gt;
* bit 0 = is solid&lt;br /&gt;
|-&lt;br /&gt;
|0x052 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|explosion proof]]&lt;br /&gt;
* bit 2 = visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x053 ||byte ||&lt;br /&gt;
* bit 1 = [[02AB|bullet proof]]&lt;br /&gt;
* bit 2 = fire proof&lt;br /&gt;
* bit 3 = collision proof&lt;br /&gt;
* bit 4 = melee proof&lt;br /&gt;
* bit 5 = only damaged by player&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x054&lt;br /&gt;
0x055&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x058 ||word ||scan code&lt;br /&gt;
|-&lt;br /&gt;
|0x05A ||word ||random number&lt;br /&gt;
|-&lt;br /&gt;
|0x05C ||word ||[[IDE|model index]]&lt;br /&gt;
|-&lt;br /&gt;
|0x05E ||byte ||building's level/island number&lt;br /&gt;
|-&lt;br /&gt;
|0x05F ||byte ||[[0566|object interior number]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x060&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPhysical ==&lt;br /&gt;
Offsets continue from [[#CEntity|CEntity]], which is the parent class. The CPhysical class is 0x120 bytes in size including CEntity.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x064 ||dword ||audio entity (allows sounds to play)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x068&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x06C ||dword ||last collision time&lt;br /&gt;
|-&lt;br /&gt;
|0x070 ||[[#CVector|CVector]] ||movement speed&lt;br /&gt;
|-&lt;br /&gt;
|0x07C ||[[#CVector|CVector]] ||turn speed&lt;br /&gt;
|-&lt;br /&gt;
|0x088 ||[[#CVector|CVector]] ||movement force&lt;br /&gt;
|-&lt;br /&gt;
|0x094 ||[[#CVector|CVector]] ||turn force&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0A0&lt;br /&gt;
0x0A4&lt;br /&gt;
0x0A8&lt;br /&gt;
0x0AC&lt;br /&gt;
0x0B0&lt;br /&gt;
0x0B4&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0B8 ||float ||mass&lt;br /&gt;
|-&lt;br /&gt;
|0x0BC ||float ||turn resistance&lt;br /&gt;
|-&lt;br /&gt;
|0x0C0 ||float ||acceleration resistance, initialised to 1.0&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0D0&lt;br /&gt;
0x0D4&lt;br /&gt;
0x0D8&lt;br /&gt;
0x0DC&lt;br /&gt;
0x0E0&lt;br /&gt;
0x0E4&lt;br /&gt;
0x0E5&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x0E6 ||byte ||number of objects it is colliding&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x0E8&lt;br /&gt;
0x0EC&lt;br /&gt;
0x0F0&lt;br /&gt;
0x0F4&lt;br /&gt;
0x0F8&lt;br /&gt;
0x0FC&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x100 ||float ||speed&lt;br /&gt;
|-&lt;br /&gt;
|0x104 ||float ||collision power (also damages vehicles)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x108&lt;br /&gt;
0x10C&lt;br /&gt;
0x110&lt;br /&gt;
0x114&lt;br /&gt;
0x118&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11A ||byte ||&lt;br /&gt;
* bit 4 = [[04AD|in water]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x11B&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x11C ||byte ||current [[Collision File|collision]] value&lt;br /&gt;
|-&lt;br /&gt;
|0x11D ||byte ||origin level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPed ==&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CPed class is 0x6D8 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x141 ||byte ||fast shoot&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte ||shooting anim&lt;br /&gt;
|-&lt;br /&gt;
|0x14D ||byte ||&lt;br /&gt;
* bit 3 = is airbourne&lt;br /&gt;
* bit 4 = landing a jump&lt;br /&gt;
* bit 5 = [[0319|run walk style]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14F ||byte ||&lt;br /&gt;
* bit 7 = [[Objective|objective state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14E ||byte ||&lt;br /&gt;
* bit 2 = [[0291|heed threats]]&lt;br /&gt;
* bit 6 = firing gun/throwing projectiles&lt;br /&gt;
|-&lt;br /&gt;
|0x150 ||byte ||&lt;br /&gt;
* bit 4 = is crouching&lt;br /&gt;
|-&lt;br /&gt;
|0x151 ||byte ||&lt;br /&gt;
* bit 2 = can't be dragged out&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||&lt;br /&gt;
* bit 0 = [[0521|is drowning in water]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||byte ||sub animation&lt;br /&gt;
|-&lt;br /&gt;
|0x18C ||dword ||[[011A|threat search]]&lt;br /&gt;
|-&lt;br /&gt;
|0x244 ||dword ||player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
* 0x01 = normal on foot&lt;br /&gt;
* 0x07 = walking&lt;br /&gt;
* 0x0C = first person aiming&lt;br /&gt;
* 0x10 = running punching/attack with any weapons&lt;br /&gt;
* 0x11 = standing punching/standing getting punched&lt;br /&gt;
* 0x13 = [[0447|lifting phone]]&lt;br /&gt;
* 0x16 = autoaim&lt;br /&gt;
* 0x18 = running to enter vehicle&lt;br /&gt;
* 0x1F = weak dodge&lt;br /&gt;
* 0x24 = [[052B|answering mobile]]&lt;br /&gt;
* 0x29 = jumping&lt;br /&gt;
* 0x2A = lying onto ground/being knocked to lying on ground&lt;br /&gt;
* 0x2B = getting back up from lying on ground&lt;br /&gt;
* 0x2D = dodge car&lt;br /&gt;
* 0x32 = sitting in vehicle&lt;br /&gt;
* 0x36 = death before wasted screen&lt;br /&gt;
* 0x37 = wasted screen&lt;br /&gt;
* 0x38 = jacking car by pulling someone out/hitting someone out&lt;br /&gt;
* 0x39 = getting jacked by being pulled out&lt;br /&gt;
* 0x3A = entering vehicle&lt;br /&gt;
* 0x3C = exiting vehicle&lt;br /&gt;
* 0x3E = busted&lt;br /&gt;
|-&lt;br /&gt;
|0x24C ||byte ||&lt;br /&gt;
* 0 = exiting car&lt;br /&gt;
* 1 = standing still&lt;br /&gt;
* 2 = entering/in car/initial running&lt;br /&gt;
* 4 = running&lt;br /&gt;
* 5 = sprinting&lt;br /&gt;
|-&lt;br /&gt;
|0x354 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x358 ||float ||armor&lt;br /&gt;
|-&lt;br /&gt;
|0x378 ||float ||rotation (related to north)&lt;br /&gt;
|-&lt;br /&gt;
|0x3A8 ||[[#CVehicle|CVehicle]] pointer ||last controlled vehicle/vehicle about to be entered&lt;br /&gt;
|-&lt;br /&gt;
|0x3A4 ||byte ||target objective&lt;br /&gt;
|-&lt;br /&gt;
|0x3AC ||byte ||is in any vehicle&lt;br /&gt;
|-&lt;br /&gt;
|0x3D4 ||dword ||[[ped type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x408 ||[[#CWeapon|CWeapon]][10] ||current weapon blocks, blocks ordered by weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x4F8 ||dword ||previous weapon number to remember, e.g. when using cellphone, entered a car&lt;br /&gt;
* 45 = no need to remember&lt;br /&gt;
|-&lt;br /&gt;
|0x504 ||byte ||active weapon slot&lt;br /&gt;
|-&lt;br /&gt;
|0x506 ||byte ||weapon accuracy&lt;br /&gt;
|-&lt;br /&gt;
|0x508 ||[[#CPed|CPed]] pointer ||targeted ped&lt;br /&gt;
|-&lt;br /&gt;
|0x518 ||byte ||melee anim 1&lt;br /&gt;
|-&lt;br /&gt;
|0x520 ||byte ||melee anim 2&lt;br /&gt;
|-&lt;br /&gt;
|0x52C ||float ||upper torso rotation&lt;br /&gt;
|-&lt;br /&gt;
|0x56C ||pointer[10] ||Nearest peds&lt;br /&gt;
|-&lt;br /&gt;
|0x598 ||byte ||[[031D|last damaged weapon]]&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||character last damaged by&lt;br /&gt;
|-&lt;br /&gt;
|0x5F4 ||[[#CWanted|CWanted]] pointer ||wanted level pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x59C ||pointer ||damaged by character&lt;br /&gt;
|-&lt;br /&gt;
|0x600 ||float ||stamina {{ref|1}}&lt;br /&gt;
|-&lt;br /&gt;
|0x604 ||float ||max stamina, initialised 150.0, +0x608 controls its increase&lt;br /&gt;
|-&lt;br /&gt;
|0x608 ||float ||stamina duration; when reaches 500.0, resets to 0.0 and increases max stamina by 10.0&lt;br /&gt;
|-&lt;br /&gt;
|0x60C ||byte ||current weapon slot again?&lt;br /&gt;
|-&lt;br /&gt;
|0x638 ||byte ||[[052C|drunkenness]]&lt;br /&gt;
|-&lt;br /&gt;
|0x639 ||byte ||drunkenness countdown toggle&lt;br /&gt;
|-&lt;br /&gt;
|0x63D ||byte ||can be damaged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVehicle ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3A ||bAllTaxisHaveNitro ||byte ||[[0572|taxi boost jump]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CVehicle class is 0x2A0 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x156 ||byte ||driver behavior&lt;br /&gt;
* 0x0F = ram&lt;br /&gt;
* 0x11 = block&lt;br /&gt;
|-&lt;br /&gt;
|0x160 ||byte ||[[00AD|cruise speed]]&lt;br /&gt;
|-&lt;br /&gt;
|0x19C ||pointer ||target pointer to ram or block&lt;br /&gt;
|-&lt;br /&gt;
|0x1A0 ||byte ||primary color ([[carcols.dat]])&lt;br /&gt;
|-&lt;br /&gt;
|0x1A1 ||byte ||secondary color&lt;br /&gt;
|-&lt;br /&gt;
|0x1A2 ||byte ||car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
|-&lt;br /&gt;
|0x1A4 ||dword ||alarm duration, time in milliseconds&lt;br /&gt;
|-&lt;br /&gt;
|0x1A8 ||pointer ||driver pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x1AC ||pointer[8] ||passenger pointers&lt;br /&gt;
|-&lt;br /&gt;
|0x1CC ||byte ||[[01E9|current number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1CD ||byte ||num getting in&lt;br /&gt;
|-&lt;br /&gt;
|0x1CE ||byte ||getting in flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1CF ||byte ||getting out flags&lt;br /&gt;
|-&lt;br /&gt;
|0x1D0 ||byte ||[[01EA|maximum number of passengers]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E8 ||float ||steer angle 1&lt;br /&gt;
|-&lt;br /&gt;
|0x1EC ||float ||steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
|-&lt;br /&gt;
|0x1F0 ||float ||accelerator pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1F4 ||float ||brake pedal&lt;br /&gt;
|-&lt;br /&gt;
|0x1FB ||byte ||&lt;br /&gt;
* bit 1 = [[03C9#For Vice City|is car visibly damaged]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1FD ||byte ||&lt;br /&gt;
* bit 0 = is submerged in water&lt;br /&gt;
|-&lt;br /&gt;
|0x1FE ||byte ||(&amp;amp; 7) [[0228#Bomb types|car bomb state]]&lt;br /&gt;
|-&lt;br /&gt;
|0x201 ||byte ||[[02C8|power pills carried]] (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x204 ||float ||health&lt;br /&gt;
|-&lt;br /&gt;
|0x210 ||pointer ||player pointer after car is armed with car bomb&lt;br /&gt;
|-&lt;br /&gt;
|0x230 ||dword ||[[020A|lock status]]&lt;br /&gt;
|-&lt;br /&gt;
|0x23C ||byte ||current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
|-&lt;br /&gt;
|0x240 ||byte ||horn status&lt;br /&gt;
|-&lt;br /&gt;
|0x245 ||byte ||is car siren on&lt;br /&gt;
|-&lt;br /&gt;
|0x29C ||dword ||vehicle type&lt;br /&gt;
*0 = general&lt;br /&gt;
*1 = boat&lt;br /&gt;
*2 = train (unused)&lt;br /&gt;
*3 = NPC police helicopter&lt;br /&gt;
*4 = NPC plane&lt;br /&gt;
*5 = bike&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CAutomobile ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ABB ||m_sAllTaxiLights ||byte ||[[021F|all taxi lights]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CAutomobile class is 0x5DC bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A4 ||byte ||engine state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*100/200 = unique to BF Injection&lt;br /&gt;
*225 = burning ready to explode&lt;br /&gt;
|-&lt;br /&gt;
|0x2A5 ||byte ||left front wheel state&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = popped&lt;br /&gt;
*2 = none&lt;br /&gt;
|-&lt;br /&gt;
|0x2A6 ||byte ||left rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A7 ||byte ||right front wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A8 ||byte ||right rear &amp;amp; middle wheel state&lt;br /&gt;
|-&lt;br /&gt;
|0x2A9 ||byte ||bonnet damage/physical state&lt;br /&gt;
*0 = normal/closed&lt;br /&gt;
*1 = damaged&lt;br /&gt;
*2 = damaged swinging/just swinging&lt;br /&gt;
*3 = detached/[[Handling.cfg#Flag Data|no doors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2AA ||byte ||boot damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AB ||byte ||left front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AC ||byte ||right front door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AD ||byte ||left rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2AE ||byte ||right rear door damage/physical state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B0 ||byte ||light status&lt;br /&gt;
*bit 0/1 = front left lights&lt;br /&gt;
*bit 2/3 = front right lights&lt;br /&gt;
*bit 4/5 = rear left lights&lt;br /&gt;
*bit 6/7 = rear right lights&lt;br /&gt;
|-&lt;br /&gt;
|0x2B4 ||byte ||front side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B5 ||byte ||rear side panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B6 ||byte ||front panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x2B7 ||byte ||rear panels damage state&lt;br /&gt;
|-&lt;br /&gt;
|0x32C ||byte ||bike front tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x32D ||byte ||bike rear tire status&lt;br /&gt;
|-&lt;br /&gt;
|0x474 ||float ||bike pitch lean&lt;br /&gt;
|-&lt;br /&gt;
|0x484 ||float ||left front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x488 ||float ||left rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x48C ||float ||right front suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x490 ||float ||right rear suspension height&lt;br /&gt;
|-&lt;br /&gt;
|0x4E8 ||byte ||bike burnout&lt;br /&gt;
|-&lt;br /&gt;
|0x501 ||byte ||special vehicle properties&lt;br /&gt;
* bit 0 = [[0216|taxi light]]&lt;br /&gt;
* bit 1 = [[0294|not sprayable]]&lt;br /&gt;
* bit 3 = [[039C|watertight]]&lt;br /&gt;
* bit 4 = [[03ED|upside down car not damaged]]&lt;br /&gt;
* bit 5 = [[044F|bit more resistant to physical damage]]&lt;br /&gt;
* bit 6 = [[0493|tank detonate cars]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5B0 ||dword ||Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5BB ||dword ||BF-Inject Rotation angle&lt;br /&gt;
|-&lt;br /&gt;
|0x5C5 ||byte ||[[015E#For Vice City|number of wheels on ground]]&lt;br /&gt;
|-&lt;br /&gt;
|0x5CC ||byte ||car burnout&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPlane ==&lt;br /&gt;
Offsets continue from [[#CVehicle|CVehicle]], which is the parent class. The CPlane class is 0x2B4 bytes in size including CPhysical, CEntity, and CVehicle.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x2A0 ||word ||i-th plane (e.g. 0-2 for three Aeroplanes)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B1 ||byte ||is drug run Dodo (unused)&lt;br /&gt;
|-&lt;br /&gt;
|0x2B2 ||byte ||is drop off Dodo (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMatrix ==&lt;br /&gt;
The CMatrix class is 0x040 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||[[#CVector|CVector]] ||right&lt;br /&gt;
|-&lt;br /&gt;
|0x010 ||[[#CVector|CVector]] ||up&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||[[#CVector|CVector]] ||at&lt;br /&gt;
|-&lt;br /&gt;
|0x030 ||[[#CVector|CVector]] ||position&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CVector ==&lt;br /&gt;
The CVector class is 0x00C bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||float ||x-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||float ||y-direction&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||float ||z-direction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWeapon ==&lt;br /&gt;
The CWeapon class is 0x018 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[weapon]] type&lt;br /&gt;
|-&lt;br /&gt;
|0x004 ||dword ||status&lt;br /&gt;
*0 = normal&lt;br /&gt;
*1 = firing in 1st person/using flamethrower&lt;br /&gt;
*2 = reloading&lt;br /&gt;
*3 = no more ammo&lt;br /&gt;
|-&lt;br /&gt;
|0x008 ||dword ||current clip&lt;br /&gt;
|-&lt;br /&gt;
|0x00C ||dword ||current ammo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CWanted ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||dword ||[[Wanted level|chaos level]]&lt;br /&gt;
|-&lt;br /&gt;
|0x01E ||byte ||activity&lt;br /&gt;
*bit 0 = [[01F7|cops ignore player]]&lt;br /&gt;
*bit 1 = everyone ignore player&lt;br /&gt;
*bit 2 = [[02BC|swat required]]&lt;br /&gt;
*bit 3 = fbi required&lt;br /&gt;
*bit 4 = army required&lt;br /&gt;
|-&lt;br /&gt;
|0x020 ||dword ||HUD active wanted level&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CClock ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10A3C ||ms_nGameClockSeconds ||word ||game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10A5E ||ms_Stored_nGameClockSeconds ||word ||stored game clock seconds&lt;br /&gt;
|-&lt;br /&gt;
|00A10B33 ||ms_Stored_nGameClockHours ||byte ||[[0253|stored game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B3C ||bClockHasBeenStored ||byte ||[[0253|clock has been stored]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B5D ||ms_Stored_nGameClockMinutes ||byte ||[[0253|stored game clock minutes]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B6B ||ms_nGameClockHours ||byte ||[[00C0|game clock hours]]&lt;br /&gt;
|-&lt;br /&gt;
|00A10B92 ||ms_nGameClockMinutes ||byte ||[[00C0|game clock minutes]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CGame ==&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0068DD68 ||nastyGame ||byte ||[[0351|is nasty game]]&lt;br /&gt;
|-&lt;br /&gt;
|00978810 ||currArea ||dword ||[[04BB|current area (interior)]]&lt;br /&gt;
|-&lt;br /&gt;
|00A0D9AC ||currLevel ||dword ||[[ZONE#Vice City|current level (island)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CPopulation ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10AB3 ||ms_bGivePedsWeapons ||byte ||weapons for all cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMenuManager ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00869680 ||m_PrefsLanguage ||dword ||current language preference&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CTrafficLights ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10ADC ||bGreenLightsCheat ||byte ||traffic lights cheat switch&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CShinyTexts ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00978618 ||NumShinyTexts ||dword ||number of shiny texts (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The CShinyTexts class is 0x58 bytes in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Offset ||Type ||style=&amp;quot;width: 100%;&amp;quot; |Description&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
0x00&lt;br /&gt;
0x0C&lt;br /&gt;
0x18&lt;br /&gt;
0x24&lt;br /&gt;
0x30&lt;br /&gt;
0x34&lt;br /&gt;
0x38&lt;br /&gt;
0x3C&lt;br /&gt;
0x40&lt;br /&gt;
0x44&lt;br /&gt;
0x48&lt;br /&gt;
0x4C&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|0x50 ||float ||distance&lt;br /&gt;
|-&lt;br /&gt;
|0x54 ||byte ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x55 ||byte ||red&lt;br /&gt;
|-&lt;br /&gt;
|0x56 ||byte ||green&lt;br /&gt;
|-&lt;br /&gt;
|0x57 ||byte ||blue&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CRecordDataForChase ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00A10B98 ||Status ||byte ||status of [[Chase.dat|chase scene]] (unused)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CMBlur ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;max-width: 48em;&amp;quot;&lt;br /&gt;
!Address ||Name ||Type ||Description&lt;br /&gt;
|-&lt;br /&gt;
|00697D54 ||BlurOn ||byte ||[[Trails in Vice City|trails preference]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CObject ==&lt;br /&gt;
Offsets continue from [[#CPhysical|CPhysical]], which is the parent class. The CObject class is 0x1A0 bytes in size including CPhysical and CEntity.&lt;br /&gt;
&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x695680 - [4 bytes] - moon size&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x974C34 - dword - number of activated [[crane]]s&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0x97F264 - float - [[015D|time scale]]&lt;br /&gt;
* 0x9B6CE4 - dword - [[03EC|number of vehicles collected by military crane]]&lt;br /&gt;
* 0xA0D1CC - dword - camera current [[CULL|cullzone]]&lt;br /&gt;
* 0xA0DAC0 - dword - player current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10942 - char[30] - Buffer of 30 last typed characters, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - word - [[03E7|hud item to flash]]&lt;br /&gt;
* 0xA10AB5 - byte - [[0335|resprays are free]]&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10B32 - byte - [[021D|bombs are free]] (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
== Arrays ==&lt;br /&gt;
=== [[0190|Upside down car check]] ===&lt;br /&gt;
* Start of array: 0x7D96D8&lt;br /&gt;
* Size of each element: 0x8&lt;br /&gt;
* Number of elements: 0x6&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||duration upside down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Constructed arrays ==&lt;br /&gt;
These are arrays constructed by the function &amp;lt;code&amp;gt;__construct_array&amp;lt;/code&amp;gt; (0x6402D0).&lt;br /&gt;
&lt;br /&gt;
=== Vehicle model info ===&lt;br /&gt;
* Start of array: 0x752A8C&lt;br /&gt;
* Size of each element: 0x174&lt;br /&gt;
* Number of elements: 0x6E&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x000 ||pointer ||||virtual table&lt;br /&gt;
|-&lt;br /&gt;
|0x032 ||char[8] ||||[[GXT]] key&lt;br /&gt;
|-&lt;br /&gt;
|0x03C ||dword ||||type&lt;br /&gt;
* 0 = cars&lt;br /&gt;
* 1 = boat&lt;br /&gt;
* 2 = train&lt;br /&gt;
* 3 = heli&lt;br /&gt;
* 4 = plane&lt;br /&gt;
* 5 = bike&lt;br /&gt;
|-&lt;br /&gt;
|0x040 ||float ||||wheel scale&lt;br /&gt;
|-&lt;br /&gt;
|0x044 ||word ||||wheel model index&lt;br /&gt;
|-&lt;br /&gt;
|0x046 ||byte ||||handling index&lt;br /&gt;
|-&lt;br /&gt;
|0x049 ||byte ||||class&lt;br /&gt;
* 0 = normal&lt;br /&gt;
* 1 = poorfamily&lt;br /&gt;
* 2 = richfamily&lt;br /&gt;
* 3 = executive&lt;br /&gt;
* 4 = worker&lt;br /&gt;
* 5 = big&lt;br /&gt;
* 6 = taxi&lt;br /&gt;
* 7 = moped&lt;br /&gt;
* 8 = motorbike&lt;br /&gt;
* 9 = leisureboat&lt;br /&gt;
* 10 = workerboat&lt;br /&gt;
* -1 = ignore&lt;br /&gt;
|-&lt;br /&gt;
|0x04A ||byte ||||level&lt;br /&gt;
|-&lt;br /&gt;
|0x04C ||word ||||frequency&lt;br /&gt;
|-&lt;br /&gt;
|0x08C ||dword ||||component rules&lt;br /&gt;
|-&lt;br /&gt;
|0x144 ||byte[8] ||||primary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14C ||byte[8] ||||secondary [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x154 ||byte ||||number of [[Carcols.dat|colors]]&lt;br /&gt;
|-&lt;br /&gt;
|0x170 ||dword ||||anim file index&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
=== Explosion ===&lt;br /&gt;
* Start of array: 0x780C88&lt;br /&gt;
* Size of each element: 0x38&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||0 ||type&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||1.0 ||radius&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||expansion rate&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||pointer ||0 ||owner&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||pointer ||0 ||victim&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||dword ||0 ||time to expire&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||byte ||0 ||counter&lt;br /&gt;
|-&lt;br /&gt;
|0x25 ||byte ||0 ||is counter initialised&lt;br /&gt;
|-&lt;br /&gt;
|0x26 ||byte ||0 ||no jet effect for vehicle explosion (applicable to types 3, 4, 5)&lt;br /&gt;
|-&lt;br /&gt;
|0x27 ||byte ||1 ||has sound&lt;br /&gt;
|-&lt;br /&gt;
|0x28 ||dword ||0 ||game time of vehicle explosion (applicable to types 3, 4, 5, 6, 7)&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||dword ||0 ||game time to extend effect of explosion&lt;br /&gt;
|-&lt;br /&gt;
|0x30 ||float ||0.0 ||force&lt;br /&gt;
|-&lt;br /&gt;
|0x34 ||float ||0.0 ||ground z for Molotov explosion (applicable to type 1)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Projectile info ===&lt;br /&gt;
* Start of array: 0x7DB888&lt;br /&gt;
* Size of each element: 0x1C&lt;br /&gt;
* Number of elements: 0x20&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||12 ||[[Weapon#Vice City|weapon type]]&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||thrower pointer&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||dword ||0 ||game timer to expire projectile&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||does projectile exist&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte[3] ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Text#Intro text|Intro text]] ===&lt;br /&gt;
* Start of array: 0x7F0EA0&lt;br /&gt;
* Size of each element: 0xF4&lt;br /&gt;
* Number of elements: 0x30&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[2] ||0.48, 1.12 ||[[033F|x,y scale]]&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||byte[4] ||225, 225, 225, 255 ||[[0340|RGBA color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0C ||byte ||0 ||[[0341|justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0D ||byte ||0 ||[[0342|center]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0E ||byte ||0 ||[[0345|background]]&lt;br /&gt;
|-&lt;br /&gt;
|0x0F ||byte ||0 ||[[0347|background only text]]&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||float ||182.0 ||[[0343|wrap x]]&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||640.0 ||[[0344|center size]]&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||byte[4] ||128, 128, 128, 128 ||[[0346|RGBA background color]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||1 ||[[0348|proportional]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte ||0 ||[[03E0|draw before fade]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1E ||byte ||0 ||[[03E4|right justify]]&lt;br /&gt;
|-&lt;br /&gt;
|0x1F ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x20 ||word ||1 ||[[0349|font]]&lt;br /&gt;
|-&lt;br /&gt;
|0x22 ||word ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x24 ||float ||0.0, 0.0 ||[[033E|x,y position]]&lt;br /&gt;
|-&lt;br /&gt;
|0x2C ||wchar_t[100] ||null ||text&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03BC|Script sphere]] ===&lt;br /&gt;
* Start of array: 0x811528&lt;br /&gt;
* Size of each element: 0x18&lt;br /&gt;
* Number of elements: 0x18&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||byte ||0 ||visibility&lt;br /&gt;
|-&lt;br /&gt;
|0x01 ||byte ||0 ||''align''&lt;br /&gt;
|-&lt;br /&gt;
|0x02 ||word ||256 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||dword ||0 ||&lt;br /&gt;
|-&lt;br /&gt;
|0x08 ||float[3] ||0 ||x,y,z position&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0 ||scale&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[058D|Taxi shortcut pick-up point]] ===&lt;br /&gt;
* Start of array: 0x812138&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x78BCD8 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016D|Police restart point]] ===&lt;br /&gt;
* Start of array: 0x933B00&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD720 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[03CC|Stuck car check]] ===&lt;br /&gt;
* Start of array: 0x94AFA0&lt;br /&gt;
* Size of each element: 0x20&lt;br /&gt;
* Number of elements: 0x10&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||dword ||-1 ||vehicle handle&lt;br /&gt;
|-&lt;br /&gt;
|0x04 ||float[3] ||-5000.0, -5000.0, -5000.0 ||x,y,z position update&lt;br /&gt;
|-&lt;br /&gt;
|0x10 ||dword ||-1 ||game timer update&lt;br /&gt;
|-&lt;br /&gt;
|0x14 ||float ||0.0 ||distance check&lt;br /&gt;
|-&lt;br /&gt;
|0x18 ||dword ||0 ||time check&lt;br /&gt;
|-&lt;br /&gt;
|0x1C ||byte ||0 ||is car stuck&lt;br /&gt;
|-&lt;br /&gt;
|0x1D ||byte[3] ||0 ||''align''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[016C|Hospital restart point]] ===&lt;br /&gt;
* Start of array: 0x94B930&lt;br /&gt;
* Size of each element: 0xC&lt;br /&gt;
* Number of elements: 0x8&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Offset ||Type ||Initialisation ||Description&lt;br /&gt;
|-&lt;br /&gt;
|0x00 ||float[3] ||0.0, 0.0, 0.0 ||x,y,z coordinates (its heading is at 0x7DD740 + n * 4 where n is the index starting from 0)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11945</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11945"/>
		<updated>2014-11-11T23:10:30Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [CVector] - ''right''&lt;br /&gt;
**** +0x14 - [CVector] - ''top''&lt;br /&gt;
**** +0x24 - [CVector] - ''at''&lt;br /&gt;
**** +0x34 - [CVector] - ''pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11944</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11944"/>
		<updated>2014-11-11T23:09:10Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [CVector] - ''right''&lt;br /&gt;
**** +0x14 - [CVector] - ''top''&lt;br /&gt;
**** +0x24 - [CVector] - ''at''&lt;br /&gt;
**** +0x34 - [CVector] - ''pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11943</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11943"/>
		<updated>2014-11-11T23:08:52Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte]. [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [CVector] - ''right''&lt;br /&gt;
**** +0x14 - [CVector] - ''top''&lt;br /&gt;
**** +0x24 - [CVector] - ''at''&lt;br /&gt;
**** +0x34 - [CVector] - ''pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11942</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11942"/>
		<updated>2014-11-11T23:07:49Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
&lt;br /&gt;
0x869728&lt;br /&gt;
Decimal [http://gtaforums.com/topic/117195-documenting-gta3vc-memory-adresses/page-24#entry2851295 GTAForums post]&lt;br /&gt;
*00 - Stats&lt;br /&gt;
*01 - Start Game&lt;br /&gt;
*03 - Audio Setup&lt;br /&gt;
*04 - Display&lt;br /&gt;
*05 - Language&lt;br /&gt;
*06 - Map&lt;br /&gt;
*07 - InGame/ Starts New Game&lt;br /&gt;
*08 - Load Game&lt;br /&gt;
*09 - Delete Game&lt;br /&gt;
*10 - &amp;quot;All unsaved progress...&amp;quot; Load Game&lt;br /&gt;
*11 - &amp;quot;Proceed wit deleting...&amp;quot; Delete Game&lt;br /&gt;
*12 - Goes to 01 - Start Game&lt;br /&gt;
*13 - &amp;quot;Deleting Saved game. Please Wait...&amp;quot; then goes to 14&lt;br /&gt;
*14 - &amp;quot;Delete Successful. Select OK to continue&amp;quot; &amp;quot;Ok&amp;quot; Delete Game&lt;br /&gt;
*15 - Save Game List&lt;br /&gt;
*16 - &amp;quot;Are you sure you want to save this game?&amp;quot;&lt;br /&gt;
*17 - &amp;quot;Saving current game. Please wait....&amp;quot; Then goes to 18&lt;br /&gt;
*18 - &amp;quot;Save Successful. Select OK to continue.&amp;quot; &amp;quot;OK&amp;quot;&lt;br /&gt;
*19 - &amp;quot;Ok&amp;quot; Saved Game, this is just a blank screen with no text&lt;br /&gt;
*20 - &amp;quot;Warning! One or more cheats...&amp;quot; Cheat warning&lt;br /&gt;
*21 - Player Skin Setup&lt;br /&gt;
*26 - Controller Setup&lt;br /&gt;
*27 - Options&lt;br /&gt;
*29 - Main Menu&lt;br /&gt;
*30 - RedeFine Controls&lt;br /&gt;
*31 - Mouse Settings&lt;br /&gt;
*32 - Resume&lt;br /&gt;
*33 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*34 - &amp;quot;Greetings From Vice City&amp;quot; Then ends game&lt;br /&gt;
*35+ - Blank Screen &lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [CVector] - ''right''&lt;br /&gt;
**** +0x14 - [CVector] - ''top''&lt;br /&gt;
**** +0x24 - [CVector] - ''at''&lt;br /&gt;
**** +0x34 - [CVector] - ''pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11940</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11940"/>
		<updated>2014-11-10T15:21:42Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''CObject[] - 416 B''' ''object'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [CVector] - ''right''&lt;br /&gt;
**** +0x14 - [CVector] - ''top''&lt;br /&gt;
**** +0x24 - [CVector] - ''at''&lt;br /&gt;
**** +0x34 - [CVector] - ''pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11939</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11939"/>
		<updated>2014-11-10T15:17:21Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''CObject'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [CVector] - ''right''&lt;br /&gt;
**** +0x14 - [CVector] - ''top''&lt;br /&gt;
**** +0x24 - [CVector] - ''at''&lt;br /&gt;
**** +0x34 - [CVector] - ''pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11938</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11938"/>
		<updated>2014-11-10T15:13:49Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''CObject'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [CVector] - ''right''&lt;br /&gt;
**** +0x14 - [CVector] - ''top''&lt;br /&gt;
**** +0x24 - [CVector] - ''at''&lt;br /&gt;
**** +0x34 - [CVector] - ''pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11937</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11937"/>
		<updated>2014-11-10T15:12:35Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''CObject'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [CVector] - movement speed&lt;br /&gt;
** +0x7C - [CVector] - turning speed&lt;br /&gt;
** +0x88 - [CVector] - movement acceleration change&lt;br /&gt;
** +0x94 - [CVector] - turning acceleration change&lt;br /&gt;
** +0xA0 - [CVector] - movement acceleration&lt;br /&gt;
** +0xAC - [CVector] - turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11936</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11936"/>
		<updated>2014-11-10T15:09:42Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''CObject'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* 0x174 - [FLOAT] - ''fDamageMultiplier''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;object damage multiplier - how easily it breaks&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x178 - [BYTE] - ''byteCollisionDamageType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;what happens when the object receives damage&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x179 - [BYTE] - ''byteSpecialCollisionType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;special collision type for some objects&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17A - [BYTE] - ''byteCameraAvoids''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;whether the camera avoids this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17B - [BYTE] - ''byteBounceScore''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how many times the player has hit this with his head (beachball)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x17C - '''padding - 4 B''' ''alignment''&lt;br /&gt;
* 0x180 - [DWORD] - ''dwObjectTimer''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;for some objects this shows when it will disappear (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x184 - [WORD] - ''wRefModelId''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the ID of the model this object is a part of (car parts)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x186 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
*0x188 - [POINTER] - '''CEntity* pInitialSurface'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;the surface the object is on when created&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18C - [POINTER] - '''CPhysical* pContactPhysical'''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;a physical that is currently in contact with this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x190 - [BYTE] - ''byteVehicleMainColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;main color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
* 0x191 - [BYTE] - ''byteVehicleExtraColor''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra color for vehicle parts&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x192 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11935</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11935"/>
		<updated>2014-11-10T14:47:16Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject'''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects''&lt;br /&gt;
&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x31 - '''padding - 3 B''' ''alignment''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''CObject'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;physical structure of this object&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;initial matrix, when converted from a dummy object&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how strongly the object is attached to the ground&amp;lt;/pre&amp;gt;&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
** +0x16F - [BYTE] - ''bytePickupObjectBonusType''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for bonus and clothes pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
** +0x170 - [WORD] - ''wPickupObjectQuantity''&amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for money pickups&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x172 - '''padding - 2 B''' ''alignment''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11933</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11933"/>
		<updated>2014-11-10T00:54:09Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''CObject'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11932</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11932"/>
		<updated>2014-11-10T00:51:02Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Memory_Addresses_(VC)#CPickup_2|Entity]]&amp;lt;nowiki/&amp;gt; extension&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''CObject'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11931</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11931"/>
		<updated>2014-11-10T00:49:54Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
*0x00 - [CVector] - ''vecPos'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Memory_Addresses_(VC)#CPickup_2|Entity]]&amp;lt;nowiki/&amp;gt; extension&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''pObject'' [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931 GTAForums post]&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object* pRwObject'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11930</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11930"/>
		<updated>2014-11-10T00:38:12Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
0x945D30 - [struct] '''CPickupVC''' { [http: ''www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931] }&lt;br /&gt;
*0x00 - [CVector] - ''vecPos'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;position of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x0C - [FLOAT] - ''fStandProximity'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how close the player is standing to the pickup?&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x10 - [POINTER] - '''CObjectVC* [[Memory_Addresses_(VC)#Entity_Block|pObject]]&amp;lt;nowiki/&amp;gt;''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;entity associated with the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x14 - [POINTER] - '''CObjectVC* pExtraObject''' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;extra entity (for minigun for example)&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x18 - [DWORD] - ''dwPickupQuantity'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;used for weapons and money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x1C - [DWORD] - ''dwTimer'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;either the time it was created or when it should disappear&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x20 - [WORD] - ''wMoneyGenerationRate'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;how quickly this pickup generates money&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x22 - [WORD] - ''wModelId'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;model ID of the pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x24 - [WORD] - ''wUniqueId'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;unique identifier of this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x26 - [char] - ''szPickupTextKey[8]'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;key of the text that is shown when on this pickup&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2E - [BYTE] - ''bytePickupType'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;shows if pickup slot is in use and its type&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x2F - [BYTE] - ''byteRemoved'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;pickup has been removed&amp;lt;/pre&amp;gt;&lt;br /&gt;
*0x30 - [BYTE] - ''byteEffects'' &amp;lt;pre style=&amp;quot;color: green&amp;quot;&amp;gt;which kind of visual effects this pickup has (values 0/1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11929</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11929"/>
		<updated>2014-11-09T23:15:37Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix - 72 B''' ''matDummyInitial''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11928</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11928"/>
		<updated>2014-11-09T23:12:44Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block[] - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - [FLOAT] - ''mass''&lt;br /&gt;
** +0x104 - [FLOAT] - ''damage''&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11927</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11927"/>
		<updated>2014-11-09T22:58:55Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* 0x16E - [BYTE] - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bSpecialLighting''&lt;br /&gt;
** 0b000000'''1'''0 - ''bNoVehicleCollisionWhenDetached''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11926</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11926"/>
		<updated>2014-11-09T22:52:26Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11925</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11925"/>
		<updated>2014-11-09T22:52:08Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - ''default (unused)''&lt;br /&gt;
** 1 - ''map object''&lt;br /&gt;
** 2 - ''projectiles, pickups, script objects''&lt;br /&gt;
** 3 - ''dead car parts and roadblocks''&lt;br /&gt;
** 4 - ''cutscene object''&lt;br /&gt;
** 5 - ''spiketraps''&lt;br /&gt;
* 0x16D - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - ''bIsPickupObject''&lt;br /&gt;
** 0b000000'''1'''0 - ''bDoCircleEffect''&lt;br /&gt;
** 0b00000'''1'''00 - ''bRenderPickupQuantity''&lt;br /&gt;
** 0b0000'''1'''000 - ''bRenderPickupAvailability''&lt;br /&gt;
** 0b000'''1'''0000 - ''bWindowMinorCollisionDamage''&lt;br /&gt;
** 0b00'''1'''00000 - ''bHasWindowBeenBrokenByMelee''&lt;br /&gt;
** 0b0'''1'''000000 - ''bHasObjectExplosionTriggered''&lt;br /&gt;
** 0b'''1'''0000000 - ''bIsVehicleComponent''&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11924</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11924"/>
		<updated>2014-11-09T22:50:52Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - 'default (unused)'&lt;br /&gt;
** 1 - 'map object'&lt;br /&gt;
** 2 - 'projectiles, pickups, script objects'&lt;br /&gt;
** 3 - 'dead car parts and roadblocks'&lt;br /&gt;
** 4 - 'cutscene object'&lt;br /&gt;
** 5 - 'spiketraps'&lt;br /&gt;
* 0x16D - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - 'bIsPickupObject'&lt;br /&gt;
** 0b000000'''1'''0 - 'bDoCircleEffect'&lt;br /&gt;
** 0b00000'''1'''00 - 'bRenderPickupQuantity'&lt;br /&gt;
** 0b0000'''1'''000 - 'bRenderPickupAvailability'&lt;br /&gt;
** 0b000'''1'''0000 - 'bWindowMinorCollisionDamage'&lt;br /&gt;
** 0b00'''1'''00000 - 'bHasWindowBeenBrokenByMelee'&lt;br /&gt;
** 0b0'''1'''000000 - 'bHasObjectExplosionTriggered'&lt;br /&gt;
** 0b'''1'''0000000 - 'bIsVehicleComponent'&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11923</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11923"/>
		<updated>2014-11-09T22:48:43Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
* +0x16C - [BYTE] - ''byteObjectType''&lt;br /&gt;
** 0 - default (unused)&lt;br /&gt;
** 1 - map object&lt;br /&gt;
** 2 - projectiles, pickups, script objects&lt;br /&gt;
** 3 - dead car parts and roadblocks&lt;br /&gt;
** 4 - cutscene object&lt;br /&gt;
** 5 - spiketraps&lt;br /&gt;
* 0x16D - ''flags''&lt;br /&gt;
** 0b0000000'''1''' - bIsPickupObject&lt;br /&gt;
** 0b000000'''1'''0 - bDoCircleEffect&lt;br /&gt;
** 0b00000'''1'''00 - bRenderPickupQuantity&lt;br /&gt;
** 0b0000'''1'''000 - bRenderPickupAvailability&lt;br /&gt;
** 0b000'''1'''0000 - bWindowMinorCollisionDamage&lt;br /&gt;
** 0b00'''1'''00000 - bHasWindowBeenBrokenByMelee&lt;br /&gt;
** 0b0'''1'''000000 - bHasObjectExplosionTriggered&lt;br /&gt;
** 0b'''1'''0000000 - bIsVehicleComponent&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11922</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11922"/>
		<updated>2014-11-09T22:24:49Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
* +0x168 - [FLOAT] - ''fAttachForce''&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11921</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11921"/>
		<updated>2014-11-09T22:06:31Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block - 416 B''' ''object''&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11920</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11920"/>
		<updated>2014-11-09T22:04:02Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block - 416 B''' ''object''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11919</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11919"/>
		<updated>2014-11-09T21:55:15Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical - 288 B''' ''phys''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix - 72 B''' ''placeable''&lt;br /&gt;
*** '''RW Matrix - 64 B''' ''__parent''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11918</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11918"/>
		<updated>2014-11-09T21:52:14Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix''' ''placeable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' ''__parent'' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - ''flags''&lt;br /&gt;
** +0x5C - [WORD] - ''model ID''&lt;br /&gt;
** +0x68 - [FLOAT] - ''unknown''&lt;br /&gt;
** +0x6C - [DWORD] - ''last collision time''&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11917</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11917"/>
		<updated>2014-11-09T21:46:22Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix''' ''placeable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' ''__parent'' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - flags&lt;br /&gt;
** +0x5C - [WORD] - model ID&lt;br /&gt;
** +0x68 - [FLOAT] - ?&lt;br /&gt;
** +0x6C - [DWORD] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11916</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11916"/>
		<updated>2014-11-09T21:46:01Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix''' ''placeable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' ''__parent'' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
**** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - flags&lt;br /&gt;
** +0x5C - [WORD] - model ID&lt;br /&gt;
** +0x68 - [FLOAT] - ?&lt;br /&gt;
** +0x6C - [DWORD] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11915</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11915"/>
		<updated>2014-11-09T21:45:54Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix''' ''placeable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' ''__parent'' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
*** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - flags&lt;br /&gt;
** +0x5C - [WORD] - model ID&lt;br /&gt;
** +0x68 - [FLOAT] - ?&lt;br /&gt;
** +0x6C - [DWORD] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11914</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11914"/>
		<updated>2014-11-09T21:42:58Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix''' ''placeable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' ''__parent'' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - ''X right''&lt;br /&gt;
**** +0x08 - [FLOAT] - ''Y right''&lt;br /&gt;
**** +0x0C - [FLOAT] - ''Z right''&lt;br /&gt;
**** +0x14 - [FLOAT] - ''X top''&lt;br /&gt;
**** +0x18 - [FLOAT] - ''Y top''&lt;br /&gt;
**** +0x1C - [FLOAT] - ''Z top''&lt;br /&gt;
**** +0x24 - [FLOAT] - ''X at''&lt;br /&gt;
**** +0x28 - [FLOAT] - ''Y at''&lt;br /&gt;
**** +0x2C - [FLOAT] - ''Z at''&lt;br /&gt;
**** +0x34 - [FLOAT] - ''X pos''&lt;br /&gt;
**** +0x38 - [FLOAT] - ''Y pos''&lt;br /&gt;
**** +0x3C - [FLOAT] - ''Z pos''&lt;br /&gt;
**** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - flags&lt;br /&gt;
** +0x5C - [WORD] - model ID&lt;br /&gt;
** +0x68 - [FLOAT] - ?&lt;br /&gt;
** +0x6C - [DWORD] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11913</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11913"/>
		<updated>2014-11-09T21:40:51Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [DWORD] - ''__vmt''&lt;br /&gt;
** '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' ''__parent'' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - X right&lt;br /&gt;
**** +0x08 - [FLOAT] - Y right&lt;br /&gt;
**** +0x0C - [FLOAT] - Z right&lt;br /&gt;
**** +0x14 - [FLOAT] - X top&lt;br /&gt;
**** +0x18 - [FLOAT] - Y top&lt;br /&gt;
**** +0x1C - [FLOAT] - Z top&lt;br /&gt;
**** +0x24 - [FLOAT] - X at&lt;br /&gt;
**** +0x28 - [FLOAT] - Y at&lt;br /&gt;
**** +0x2C - [FLOAT] - Z at&lt;br /&gt;
**** +0x34 - [FLOAT] - X pos&lt;br /&gt;
**** +0x38 - [FLOAT] - Y pos&lt;br /&gt;
**** +0x3C - [FLOAT] - Z pos&lt;br /&gt;
**** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - flags&lt;br /&gt;
** +0x5C - [WORD] - model ID&lt;br /&gt;
** +0x68 - [FLOAT] - ?&lt;br /&gt;
** +0x6C - [DWORD] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11912</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11912"/>
		<updated>2014-11-09T21:39:42Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - ''__vmt''&lt;br /&gt;
** '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' ''__parent'' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - X right&lt;br /&gt;
**** +0x08 - [FLOAT] - Y right&lt;br /&gt;
**** +0x0C - [FLOAT] - Z right&lt;br /&gt;
**** +0x14 - [FLOAT] - X top&lt;br /&gt;
**** +0x18 - [FLOAT] - Y top&lt;br /&gt;
**** +0x1C - [FLOAT] - Z top&lt;br /&gt;
**** +0x24 - [FLOAT] - X at&lt;br /&gt;
**** +0x28 - [FLOAT] - Y at&lt;br /&gt;
**** +0x2C - [FLOAT] - Z at&lt;br /&gt;
**** +0x34 - [FLOAT] - X pos&lt;br /&gt;
**** +0x38 - [FLOAT] - Y pos&lt;br /&gt;
**** +0x3C - [FLOAT] - Z pos&lt;br /&gt;
**** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - flags&lt;br /&gt;
** +0x5C - [WORD] - model ID&lt;br /&gt;
** +0x68 - [FLOAT] - ?&lt;br /&gt;
** +0x6C - [DWORD] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11911</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11911"/>
		<updated>2014-11-09T21:33:21Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [POINTER] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [POINTER] - unknown&lt;br /&gt;
** '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - X right&lt;br /&gt;
**** +0x08 - [FLOAT] - Y right&lt;br /&gt;
**** +0x0C - [FLOAT] - Z right&lt;br /&gt;
**** +0x14 - [FLOAT] - X top&lt;br /&gt;
**** +0x18 - [FLOAT] - Y top&lt;br /&gt;
**** +0x1C - [FLOAT] - Z top&lt;br /&gt;
**** +0x24 - [FLOAT] - X at&lt;br /&gt;
**** +0x28 - [FLOAT] - Y at&lt;br /&gt;
**** +0x2C - [FLOAT] - Z at&lt;br /&gt;
**** +0x34 - [FLOAT] - X pos&lt;br /&gt;
**** +0x38 - [FLOAT] - Y pos&lt;br /&gt;
**** +0x3C - [FLOAT] - Z pos&lt;br /&gt;
**** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - flags&lt;br /&gt;
** +0x5C - [WORD] - model ID&lt;br /&gt;
** +0x68 - [FLOAT] - ?&lt;br /&gt;
** +0x6C - [DWORD] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11910</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11910"/>
		<updated>2014-11-09T21:20:21Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [pointer] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [pointer] - unknown&lt;br /&gt;
** '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' '''64 B'''&lt;br /&gt;
**** +0x04 - [FLOAT] - X right&lt;br /&gt;
**** +0x08 - [FLOAT] - Y right&lt;br /&gt;
**** +0x0C - [FLOAT] - Z right&lt;br /&gt;
**** +0x14 - [FLOAT] - X top&lt;br /&gt;
**** +0x18 - [FLOAT] - Y top&lt;br /&gt;
**** +0x1C - [FLOAT] - Z top&lt;br /&gt;
**** +0x24 - [FLOAT] - X at&lt;br /&gt;
**** +0x28 - [FLOAT] - Y at&lt;br /&gt;
**** +0x2C - [FLOAT] - Z at&lt;br /&gt;
**** +0x34 - [FLOAT] - X pos&lt;br /&gt;
**** +0x38 - [FLOAT] - Y pos&lt;br /&gt;
**** +0x3C - [FLOAT] - Z pos&lt;br /&gt;
**** +0x4C - [POINTER] - '''RW Object'''&lt;br /&gt;
** +0x54 - [WORD] - flags&lt;br /&gt;
** +0x5C - [WORD] - model id&lt;br /&gt;
** +0x68 - [FLOAT] - ?&lt;br /&gt;
** +0x6C - [DWORD] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11909</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11909"/>
		<updated>2014-11-09T21:13:42Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [pointer] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [pointer] - unknown&lt;br /&gt;
** '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
*** '''RW Matrix''' '''64 B'''&lt;br /&gt;
**** +0x04 - [float] - X right&lt;br /&gt;
**** +0x08 - [float] - Y right&lt;br /&gt;
**** +0x0C - [float] - Z right&lt;br /&gt;
**** +0x14 - [float] - X top&lt;br /&gt;
**** +0x18 - [float] - Y top&lt;br /&gt;
**** +0x1C - [float] - Z top&lt;br /&gt;
**** +0x24 - [float] - X at&lt;br /&gt;
**** +0x28 - [float] - Y at&lt;br /&gt;
**** +0x2C - [float] - Z at&lt;br /&gt;
**** +0x34 - [float] - X pos&lt;br /&gt;
**** +0x38 - [float] - Y pos&lt;br /&gt;
**** +0x3C - [float] - Z pos&lt;br /&gt;
**** +0x4C - [pointer] - '''RW Object'''&lt;br /&gt;
** +0x54 - [short] - flags&lt;br /&gt;
** +0x5C - [short] - model id&lt;br /&gt;
** +0x68 - [float] - ?&lt;br /&gt;
** +0x6C - [int] - last collision time&lt;br /&gt;
** +0x70 - [float] - X move speed&lt;br /&gt;
** +0x74 - [float] - Y move speed&lt;br /&gt;
** +0x78 - [float] - Z move speed&lt;br /&gt;
** +0x7C - [float] - X turn speed&lt;br /&gt;
** +0x80 - [float] - Y turn speed&lt;br /&gt;
** +0x84 - [float] - Z turn speed&lt;br /&gt;
** +0x88 - [float] - X movement acceleration change&lt;br /&gt;
** +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
** +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
** +0x94 - [float] - X turning acceleration change&lt;br /&gt;
** +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
** +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
** +0xA0 - [float] - X movement acceleration&lt;br /&gt;
** +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
** +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
** +0xAC - [float] - X turning acceleration&lt;br /&gt;
** +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
** +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
** +0xB8 - ? - mass&lt;br /&gt;
** +0xE6 - ? - object on ground&lt;br /&gt;
** +0x104 - [float] - object damaged&lt;br /&gt;
** +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
** +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11908</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11908"/>
		<updated>2014-11-09T21:10:38Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [pointer] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* +0x00 - '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [pointer] - unknown&lt;br /&gt;
** +0x04 - '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
*** +0x04 - '''RW Matrix''' '''64 B'''&lt;br /&gt;
**** +0x04 - [float] - X right&lt;br /&gt;
**** +0x08 - [float] - Y right&lt;br /&gt;
**** +0x0C - [float] - Z right&lt;br /&gt;
**** +0x14 - [float] - X top&lt;br /&gt;
**** +0x18 - [float] - Y top&lt;br /&gt;
**** +0x1C - [float] - Z top&lt;br /&gt;
**** +0x24 - [float] - X at&lt;br /&gt;
**** +0x28 - [float] - Y at&lt;br /&gt;
**** +0x2C - [float] - Z at&lt;br /&gt;
**** +0x34 - [float] - X pos&lt;br /&gt;
**** +0x38 - [float] - Y pos&lt;br /&gt;
**** +0x3C - [float] - Z pos&lt;br /&gt;
**** +0x4C - [pointer] - '''RW Object'''&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11907</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11907"/>
		<updated>2014-11-09T21:08:37Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
0x945D40 - [pointer] - '''Entity Block''' ''object'' '''416 B'''&lt;br /&gt;
&lt;br /&gt;
* +0x00 - '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
** +0x00 - [pointer] - unknown&lt;br /&gt;
* +0x04 - '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
** +0x04 - '''RW Matrix''' '''64 B'''&lt;br /&gt;
*** +0x04 - [float] - X right&lt;br /&gt;
*** +0x08 - [float] - Y right&lt;br /&gt;
*** +0x0C - [float] - Z right&lt;br /&gt;
*** +0x14 - [float] - X top&lt;br /&gt;
*** +0x18 - [float] - Y top&lt;br /&gt;
*** +0x1C - [float] - Z top&lt;br /&gt;
*** +0x24 - [float] - X at&lt;br /&gt;
*** +0x28 - [float] - Y at&lt;br /&gt;
*** +0x2C - [float] - Z at&lt;br /&gt;
*** +0x34 - [float] - X pos&lt;br /&gt;
*** +0x38 - [float] - Y pos&lt;br /&gt;
*** +0x3C - [float] - Z pos&lt;br /&gt;
*** +0x4C - [pointer] - '''RW Object'''&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11906</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11906"/>
		<updated>2014-11-09T20:54:07Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block (object)==&lt;br /&gt;
*0x945D40 - [pointer] - Entity Block pointer (struct size 416 Bytes)&lt;br /&gt;
&lt;br /&gt;
* +0x00 - '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
* +0x00 - [pointer] - unknown&lt;br /&gt;
* +0x04 - '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
** +0x04 - '''RW Matrix''' '''64 B'''&lt;br /&gt;
** +0x04 - [float] - X right&lt;br /&gt;
** +0x08 - [float] - Y right&lt;br /&gt;
** +0x0C - [float] - Z right&lt;br /&gt;
** +0x14 - [float] - X top&lt;br /&gt;
** +0x18 - [float] - Y top&lt;br /&gt;
** +0x1C - [float] - Z top&lt;br /&gt;
** +0x24 - [float] - X at&lt;br /&gt;
** +0x28 - [float] - Y at&lt;br /&gt;
** +0x2C - [float] - Z at&lt;br /&gt;
** +0x34 - [float] - X pos&lt;br /&gt;
** +0x38 - [float] - Y pos&lt;br /&gt;
** +0x3C - [float] - Z pos&lt;br /&gt;
** +0x4C - [pointer] - RW Object&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11905</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11905"/>
		<updated>2014-11-09T20:24:54Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block (object)==&lt;br /&gt;
*0x945D40 - [pointer] - Entity Block pointer (struct size 416 Bytes)&lt;br /&gt;
&lt;br /&gt;
* +0x00 - '''CPhysical''' ''phys'' '''288 B'''&lt;br /&gt;
* +0x00 - [pointer] - unknown&lt;br /&gt;
* +0x04 - '''CMatrix''' ''CPlaceable'' '''72 B'''&lt;br /&gt;
** +0x04 - [float] - X right&lt;br /&gt;
** +0x08 - [float] - Y right&lt;br /&gt;
** +0x0C - [float] - Z right&lt;br /&gt;
** +0x14 - [float] - X top&lt;br /&gt;
** +0x18 - [float] - Y top&lt;br /&gt;
** +0x1C - [float] - Z top&lt;br /&gt;
** +0x24 - [float] - X at&lt;br /&gt;
** +0x28 - [float] - Y at&lt;br /&gt;
** +0x2C - [float] - Z at&lt;br /&gt;
** +0x34 - [float] - X pos&lt;br /&gt;
** +0x38 - [float] - Y pos&lt;br /&gt;
** +0x3C - [float] - Z pos&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11904</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11904"/>
		<updated>2014-11-09T20:23:06Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block (object)==&lt;br /&gt;
*0x945D40 - [pointer] - Entity Block pointer (struct size 416 Bytes)&lt;br /&gt;
&lt;br /&gt;
* +0x00 - ''CPhysical'' '''288 B'''&lt;br /&gt;
* +0x00 - [pointer] - unknown&lt;br /&gt;
* +0x04 - '''CPlaceable''' '''72 B'''&lt;br /&gt;
** +0x04 - [float] - X right&lt;br /&gt;
** +0x08 - [float] - Y right&lt;br /&gt;
** +0x0C - [float] - Z right&lt;br /&gt;
** +0x14 - [float] - X top&lt;br /&gt;
** +0x18 - [float] - Y top&lt;br /&gt;
** +0x1C - [float] - Z top&lt;br /&gt;
** +0x24 - [float] - X at&lt;br /&gt;
** +0x28 - [float] - Y at&lt;br /&gt;
** +0x2C - [float] - Z at&lt;br /&gt;
** +0x34 - [float] - X pos&lt;br /&gt;
** +0x38 - [float] - Y pos&lt;br /&gt;
** +0x3C - [float] - Z pos&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 B'''&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11903</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11903"/>
		<updated>2014-11-09T20:11:01Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block (object)==&lt;br /&gt;
*0x945D40 - [pointer] - Entity Block pointer (struct size 416 Bytes)&lt;br /&gt;
&lt;br /&gt;
* +0x00 - [pointer] - CPhysical&lt;br /&gt;
* +0x04 - CPlaceable matrix (size 72 Bytes)&lt;br /&gt;
** +0x04 - [float] - X roll&lt;br /&gt;
** +0x08 - [float] - Y roll&lt;br /&gt;
** +0x0C - [float] - Z roll&lt;br /&gt;
** +0x14 - [float] - X direction&lt;br /&gt;
** +0x18 - [float] - Y direction&lt;br /&gt;
** +0x1C - [float] - Z direction&lt;br /&gt;
** +0x24 - [float] - Last X position&lt;br /&gt;
** +0x28 - [float] - Last Y position&lt;br /&gt;
** +0x2C - [float] - Last Z position&lt;br /&gt;
** +0x34 - [float] - X position&lt;br /&gt;
** +0x38 - [float] - Y position&lt;br /&gt;
** +0x3C - [float] - Z position&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' '''72 Bytes'''&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11902</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11902"/>
		<updated>2014-11-09T20:10:04Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block (object)==&lt;br /&gt;
*0x945D40 - [pointer] - Entity Block pointer (struct size 416 Bytes)&lt;br /&gt;
&lt;br /&gt;
* +0x00 - [pointer] - CPhysical&lt;br /&gt;
* +0x04 - CPlaceable matrix (size 72 Bytes)&lt;br /&gt;
** +0x04 - [float] - X roll&lt;br /&gt;
** +0x08 - [float] - Y roll&lt;br /&gt;
** +0x0C - [float] - Z roll&lt;br /&gt;
** +0x14 - [float] - X direction&lt;br /&gt;
** +0x18 - [float] - Y direction&lt;br /&gt;
** +0x1C - [float] - Z direction&lt;br /&gt;
** +0x24 - [float] - Last X position&lt;br /&gt;
** +0x28 - [float] - Last Y position&lt;br /&gt;
** +0x2C - [float] - Last Z position&lt;br /&gt;
** +0x34 - [float] - X position&lt;br /&gt;
** +0x38 - [float] - Y position&lt;br /&gt;
** +0x3C - [float] - Z position&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
* +0x120 - '''CMatrix''' ''matDummyInitial'' ''72 Bytes''&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11901</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11901"/>
		<updated>2014-11-09T19:17:53Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block (object)==&lt;br /&gt;
*0x945D40 - [pointer] - Entity Block pointer (struct size 416 Bytes)&lt;br /&gt;
&lt;br /&gt;
* +0x00 - [pointer] - CPhysical&lt;br /&gt;
* +0x04 - CPlaceable matrix (size 72 Bytes)&lt;br /&gt;
** +0x04 - [float] - X roll&lt;br /&gt;
** +0x08 - [float] - Y roll&lt;br /&gt;
** +0x0C - [float] - Z roll&lt;br /&gt;
** +0x14 - [float] - X direction&lt;br /&gt;
** +0x18 - [float] - Y direction&lt;br /&gt;
** +0x1C - [float] - Z direction&lt;br /&gt;
** +0x24 - [float] - Last X position&lt;br /&gt;
** +0x28 - [float] - Last Y position&lt;br /&gt;
** +0x2C - [float] - Last Z position&lt;br /&gt;
** +0x34 - [float] - X position&lt;br /&gt;
** +0x38 - [float] - Y position&lt;br /&gt;
** +0x3C - [float] - Z position&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11900</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11900"/>
		<updated>2014-11-09T19:14:16Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block (object)==&lt;br /&gt;
*0x945D40 - [pointer] - Entity Block pointer (struct size 416 Bytes)&lt;br /&gt;
&lt;br /&gt;
* 0x0 - [pointer] - CPhysical&lt;br /&gt;
*CPlaceable matrix (size 72 Bytes)&lt;br /&gt;
** +0x04 - [float] - X roll&lt;br /&gt;
** +0x08 - [float] - Y roll&lt;br /&gt;
** +0x0C - [float] - Z roll&lt;br /&gt;
** +0x14 - [float] - X direction&lt;br /&gt;
** +0x18 - [float] - Y direction&lt;br /&gt;
** +0x1C - [float] - Z direction&lt;br /&gt;
** +0x24 - [float] - Last X position&lt;br /&gt;
** +0x28 - [float] - Last Y position&lt;br /&gt;
** +0x2C - [float] - Last Z position&lt;br /&gt;
** +0x34 - [float] - X position&lt;br /&gt;
** +0x38 - [float] - Y position&lt;br /&gt;
** +0x3C - [float] - Z position&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11899</id>
		<title>Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=11899"/>
		<updated>2014-11-09T19:13:44Z</updated>

		<summary type="html">&lt;p&gt;HackMan128: /* Entity Block (object) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cheats==&lt;br /&gt;
* 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level&lt;br /&gt;
* 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level&lt;br /&gt;
* 0x4AC009 - [1 byte] - APLEASANTDAY set weather&lt;br /&gt;
* 0x4AC04E - [1 byte] - ALOVELYDAY set weather&lt;br /&gt;
* 0x4AC099 - [1 byte] - ABITDRIEG set weather&lt;br /&gt;
* 0x4AC0DE - [1 byte] - CATSANDDOGS set weather&lt;br /&gt;
* 0x4AC129 - [1 byte] - CANTSEEATHING set weather&lt;br /&gt;
* 0x4AC14B - [4 bytes] - PANZER Rhino model&lt;br /&gt;
* 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model&lt;br /&gt;
* 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model&lt;br /&gt;
* 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model&lt;br /&gt;
* 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model&lt;br /&gt;
* 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model&lt;br /&gt;
* 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model&lt;br /&gt;
* 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model&lt;br /&gt;
* 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model&lt;br /&gt;
* 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model&lt;br /&gt;
* 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model&lt;br /&gt;
:+0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)&lt;br /&gt;
* 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)&lt;br /&gt;
* 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model&lt;br /&gt;
:+0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)&lt;br /&gt;
* 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)&lt;br /&gt;
* 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model&lt;br /&gt;
:+0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)&lt;br /&gt;
* 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
:+0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)&lt;br /&gt;
* 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)&lt;br /&gt;
* 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width&lt;br /&gt;
* 0x68F1F0 - [float] - ONSPEED set game speed&lt;br /&gt;
* 0x68F1F4 - [float] - ONSPEED game speed multiplier&lt;br /&gt;
* 0x68F1F8 - [float] - BOOOOOORING set game speed&lt;br /&gt;
* 0x68F1FC - [float] - BOOOOOORING game speed multiplier&lt;br /&gt;
* 0x68F204 - [string] - LOOKLIKELANCE Lance model&lt;br /&gt;
* 0x68F20C - [string] - IWANTBIGTITS Candy model&lt;br /&gt;
* 0x68F214 - [string] - MYSONISALAWYER Ken model&lt;br /&gt;
* 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model&lt;br /&gt;
* 0x68F224 - [string] - ROCKANDROLLMAN Jezz model&lt;br /&gt;
* 0x68F22C - [string] - ONEARMEDBANDIT Phil model&lt;br /&gt;
* 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model&lt;br /&gt;
* 0x68F240 - [string] - FOXYLITTLETHING Mercedes model&lt;br /&gt;
* 0x68F248 - [string] - WELOVEOURDICK Dick model&lt;br /&gt;
* 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model&lt;br /&gt;
* 0x97F2C4 - [1 byte] - CHASESTAT cheat switch&lt;br /&gt;
* 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch&lt;br /&gt;
* 0xA10ADC - [1 byte] - GREENLIGHT cheat switch&lt;br /&gt;
* 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch&lt;br /&gt;
* 0xA10B11 - [1 byte] - AIRSHIP cheat switch&lt;br /&gt;
* 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch&lt;br /&gt;
* 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch&lt;br /&gt;
* 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch&lt;br /&gt;
* 0xA10B2E - [1 byte] - Cheat is used flag&lt;br /&gt;
* 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch&lt;br /&gt;
* 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch&lt;br /&gt;
* 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch&lt;br /&gt;
* 0xA10B81 - [1 byte] - SEAWAYS cheat switch&lt;br /&gt;
* 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch&lt;br /&gt;
* 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat&lt;br /&gt;
* 0x6D85E4 - [string] - THUGSTOOLS cheat input&lt;br /&gt;
* 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input&lt;br /&gt;
* 0x6D8604 - [string] - NUTTERTOOLS cheat input&lt;br /&gt;
* 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input&lt;br /&gt;
* 0x6D8624 - [string] - ASPIRINE cheat input&lt;br /&gt;
* 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input&lt;br /&gt;
* 0x686FE4 - [string] - LEAVEMEALONE cheat input&lt;br /&gt;
* 0x686FF4 - [string] - APLEASANTDAY cheat input&lt;br /&gt;
* 0x687004 - [string] - ALOVELYDAY cheat input&lt;br /&gt;
* 0x687010 - [string] - ABITDRIEG cheat input&lt;br /&gt;
* 0x68701C - [string] - CATSANDDOGS cheat input&lt;br /&gt;
* 0x688580 - [string] - CANTSEEATHING cheat input&lt;br /&gt;
* 0x688590 - [string] - PANZER cheat input&lt;br /&gt;
* 0x688598 - [string] - LIFEISPASSINGMEBY cheat input&lt;br /&gt;
* 0x6885AC - [string] - BIGBANG cheat input&lt;br /&gt;
* 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input&lt;br /&gt;
* 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input&lt;br /&gt;
* 0x6885D8 - [string] - NOBODYLIKESME cheat input&lt;br /&gt;
* 0x68F160 - [string] - CERTAINDEATH cheat input&lt;br /&gt;
* 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input&lt;br /&gt;
* 0X68F184 - [string] - PROGRAMMER cheat input&lt;br /&gt;
* 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input&lt;br /&gt;
* 0x695144 - [string] - ONSPEED cheat input&lt;br /&gt;
* 0x69514C - [string] - BOOOOOORING cheat input&lt;br /&gt;
* 0x695158 - [string] - WHEELSAREALLINEED cheat input&lt;br /&gt;
* 0x69516C - [string] - COMEFLYWITHME cheat input&lt;br /&gt;
* 0x69517C - [string] - GRIPISEVERYTHING cheat input&lt;br /&gt;
* 0x695070 - [string] - CHASESTAT cheat input&lt;br /&gt;
* 0x6DC408 - [string] - WELOVEOURDICK cheat input&lt;br /&gt;
* 0x6DC418 - [string] - SEAWAYS cheat input&lt;br /&gt;
&lt;br /&gt;
==Taxi==&lt;br /&gt;
* 0x456046 - [4 bytes] - Opcode [[02DE]] check if player is in a Taxi&lt;br /&gt;
:+0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)&lt;br /&gt;
* 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)&lt;br /&gt;
* 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag&lt;br /&gt;
Restart mission taxi:&lt;br /&gt;
* 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)&lt;br /&gt;
* 0x42AFB3 - [4 bytes] - Kaufman Cabs model load&lt;br /&gt;
* 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger&lt;br /&gt;
* 0x42B219 - [1 byte] - Blue fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Green fade in color&lt;br /&gt;
:+0x2 - [1 byte] - Red fade in color&lt;br /&gt;
* 0x42B24E - [4 bytes] - TAXI text duration&lt;br /&gt;
* 0x687574 - [string] - TAXI text&lt;br /&gt;
* 0x78BCD8 - [float] - Angle taxi start&lt;br /&gt;
:+0x4 for each additional taxi start, up to 0x78BCF4 total by default&lt;br /&gt;
* 0x812138 - [float] - X-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x81218C&lt;br /&gt;
* 0x81213C - [float] - Y-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812190&lt;br /&gt;
* 0x812140 - [float] - Z-coord taxi start&lt;br /&gt;
:+0xC for each additional taxi start, up to 0x812194&lt;br /&gt;
* 0x94DD94 - [float] - X-coord taxi destination (updated by opcode [[058E]])&lt;br /&gt;
:+0x4 - [float] - Y-coord taxi destination&lt;br /&gt;
:+0x4 - [float] - Z-coord taxi destination&lt;br /&gt;
* 0x94EEB8 - [1 byte] - Set taxi to spawn&lt;br /&gt;
* 0xA0D378 - [float] - Angle taxi destination&lt;br /&gt;
* 0xA10B6D - [1 byte] - Activate mission restart taxi&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
* 0x46B389 - [byte] - camera move when entering/exiting car&lt;br /&gt;
** 0x46B58F  - [byte] - same {{ref|5}}&lt;br /&gt;
* 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)&lt;br /&gt;
* 0x68AEE0 - [float] - cinema top border height&lt;br /&gt;
* 0x68AEE4 - [float] - cinema bottom border height&lt;br /&gt;
* 0x68FD02 - [byte] - controls radar map {{ref|6}}&lt;br /&gt;
* 0x68FD16 - [byte] - radar width&lt;br /&gt;
* 0x68FD17 - [byte] - only radar ring visible {{ref|6}}&lt;br /&gt;
* 0x68FD28 - [float] - Radar Size (XY)&lt;br /&gt;
* 0x68FD2C - [Float] - Radar X Position&lt;br /&gt;
* 0x68FD34 - [Float] - Radar Y Position&lt;br /&gt;
* 0x68FD38 - [Float] - Radar Shape&lt;br /&gt;
* 0x68FD3C - [Float] - Radar Shape&lt;br /&gt;
* 0x698A8C - [float] - ambient lighting&lt;br /&gt;
* 0x7E46B8 - [float] - camera X position&lt;br /&gt;
* 0x7E46BC - [float] - camera Y position&lt;br /&gt;
* 0x7E46C0 - [float] - camera Z position&lt;br /&gt;
* 0x7E46F5 - [byte] - wide screen borders&lt;br /&gt;
* 0x7E4764 - [byte] - car camera&lt;br /&gt;
* 0x7E47EC - [byte] - player camera&lt;br /&gt;
* 0x869655 - [byte] - frame limiter&lt;br /&gt;
* 0x869650 - [byte] - subtitles&lt;br /&gt;
* 0x869652 - [byte] - widescreen&lt;br /&gt;
* 0x86963A - [byte] - hud display&lt;br /&gt;
* 0xA10AF6 - [byte] - replay display on/off&lt;br /&gt;
* 0xA10B68 - [byte] - white scanlines&lt;br /&gt;
* 0xA10B69 - [byte] - green scanlines&lt;br /&gt;
* 0xA0FD04 - [DWORD] - resolution Width&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution height&lt;br /&gt;
* 0xA0FD00 - [DWORD] - Color bit.&lt;br /&gt;
&lt;br /&gt;
==Mp3 player==&lt;br /&gt;
; 0xA108B0: Number of mp3s found [dword].&lt;br /&gt;
; 0xA10B50: Mp3 station playing [byte].&lt;br /&gt;
; 0x9753E0: Pointer to first mp3 file block [dword].&lt;br /&gt;
; 0x97881C: Index of mp3 playing [dword].&lt;br /&gt;
; 0x978550: Pointer to HDIG Driver (mss) [dword].&lt;br /&gt;
; 0x978668: Current stream (mss) [dword].&lt;br /&gt;
; 0x94C104: Total length of all mp3s (in milliseconds) [dword].&lt;br /&gt;
&lt;br /&gt;
==Loading screen==&lt;br /&gt;
; 0xA0CE94: Progress [float].&lt;br /&gt;
; 0x68E6FC: Progress step [float].&lt;br /&gt;
; 0x68E70C: Bar width [float].&lt;br /&gt;
; 0x68E710: Bar height [float].&lt;br /&gt;
; 0x68E708: Distance from bottom [float].&lt;br /&gt;
; 0x68E704: Distance from left [float].&lt;br /&gt;
; 0x4A6C33: Moving Loading Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6C2E: Moving Loading Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6C29: Moving Loading Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6C24: Moving Loading Bar transparency (A) [Byte]&lt;br /&gt;
; 0x4A6B80: Bar Color (red) [Byte]&lt;br /&gt;
; 0x4A6B7E: Bar Color (Green) [Byte]&lt;br /&gt;
; 0x4A6B7C: Bar Color (Blue) [Byte]&lt;br /&gt;
; 0x4A6B77: transparency (A) [Byte]&lt;br /&gt;
&lt;br /&gt;
==Mouse==&lt;br /&gt;
* 0x936910 - [float] - Mouse X movement&lt;br /&gt;
* 0x936914 - [float] - Mouse Y movement&lt;br /&gt;
* 0x936908 - [Byte] - Left Mouse Button (LMB)&lt;br /&gt;
* 0x936909 - [Byte] - Right Mouse Button (RMB)&lt;br /&gt;
* 0x93690A - [Byte] - Middle Mouse Button (MMB)&lt;br /&gt;
* 0x93690B - [Byte] - Mouse Wheel Down&lt;br /&gt;
* 0x93690C - [Byte] - Mouse Wheel UP&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&lt;br /&gt;
; 0x704851: Arrow in map &amp;quot;you are here&amp;quot; [byte].&lt;br /&gt;
; 0x783F12: Save game directory [String].&lt;br /&gt;
; 0x97509C: Save Game DIR [String].&lt;br /&gt;
; 0x936908: Mouse button pressed [byte].&lt;br /&gt;
; 0x869660: Selected menu item id [byte].&lt;br /&gt;
; 0x869728: Current menu id [byte].&lt;br /&gt;
; 0x869730: Last saving slot used (0 to 7) [byte].&lt;br /&gt;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&lt;br /&gt;
; 0x68BF58: Menu backgroung Texture name[string]&lt;br /&gt;
; 0x68BF68: menu logo Texture name[string]&lt;br /&gt;
; 0x68BF7C: Mouse Texture name[string]&lt;br /&gt;
; 0x869694: Mouse X Position [float].&lt;br /&gt;
; 0x869698: Mouse Y Position [float].&lt;br /&gt;
; 0x86965A: Music Volume [Byte].&lt;br /&gt;
; 0x86968A: MP3 boost [Byte].&lt;br /&gt;
; 0x869659: SFX Volume [Byte].&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
The list is in order of appearance in the stats menu.&lt;br /&gt;
* 0xA1023C - [4 bytes] - Mission attempts (incremented by [[0317]])&lt;br /&gt;
* 0x97F1F4 - [4 bytes] - Days passed in game&lt;br /&gt;
* 0xA0D228 - [4 bytes] - Safehouse visits&lt;br /&gt;
* 0x974C0C - [4 bytes] - Rampages passed (total number set by [[0408]])&lt;br /&gt;
* 0x974C08 - [4 bytes] - Rampages passed (number of)&lt;br /&gt;
* 0x978794 - [4 bytes] - People you've wasted&lt;br /&gt;
* 0x9753AC - [4 bytes] - People wasted by others&lt;br /&gt;
* 0xA0D388 - [4 bytes] - Road Vehicles destroyed&lt;br /&gt;
* 0x974B04 - [4 bytes] - Boats destroyed&lt;br /&gt;
* 0x9751F0 - [4 bytes] - Planes &amp;amp; Helicopters destroyed&lt;br /&gt;
* 0x94DB58 - [4 bytes] - Tires popped with gunfire&lt;br /&gt;
* 0x9B5EB8 - [4 bytes] - Total number of wanted stars attained&lt;br /&gt;
* 0x9B5F30 - [4 bytes] - Total number of wanted stars evaded&lt;br /&gt;
* 0x975330 - [4 bytes] - Times busted&lt;br /&gt;
* 0x975320 - [4 bytes] - Hospital visits&lt;br /&gt;
* 0x9B6E38 - [4 bytes] - Number of headshots&lt;br /&gt;
* 0x94DB80 - [4 bytes] - Gang members wasted (Cubans)&lt;br /&gt;
:+0x4 for additional gangs (Haitians, etc.)&lt;br /&gt;
* 0x94DBAC - [4 bytes] - Criminals wasted&lt;br /&gt;
* 0x9787A8 - [4 bytes] - Kgs of explosives used&lt;br /&gt;
* 0x97532C - [4 bytes] - Bullets fired&lt;br /&gt;
* 0x9B6CD4 - [4 bytes] - Bullets that hit&lt;br /&gt;
* 0xA0D9B4 - [float] - Dist. traveled on foot (m)&lt;br /&gt;
* 0xA0FCFC - [float] - Dist. traveled by car (m)&lt;br /&gt;
* 0xA0D2D8 - [float] - Dist. traveled by bike (m)&lt;br /&gt;
* 0xA0D384 - [float] - Dist. traveled by boat (m)&lt;br /&gt;
* 0x974C04 - [float] - Dist. traveled by golf cart (m)&lt;br /&gt;
* 0x9B6A48 - [float] - Dist. traveled by helicopter (m)&lt;br /&gt;
* 0x97F210 - [float] - Max. INSANE Jump dist. (m) (set by [[030E]])&lt;br /&gt;
* 0xA0CFD8 - [float] - Max. INSANE Jump height (m) (set by [[030F]])&lt;br /&gt;
* 0x9787DC - [4 bytes] - Max. INSANE Jump flips (set by [[0310]])&lt;br /&gt;
* 0x978530 - [4 bytes] - Unique Jumps completed (total number set by [[0314]])&lt;br /&gt;
* 0x974B48 - [4 bytes] - Unique Jumps completed (number incremented by [[0313]])&lt;br /&gt;
* 0x978D14 - [4 bytes] - Max. INSANE Jump rotation (set by [[0311]])&lt;br /&gt;
* 0x974B30 - [4 bytes] - Best INSANE stunt so far (set by [[0312]])&lt;br /&gt;
:0 = No INSANE stunts completed&lt;br /&gt;
:1 = Insane stunt&lt;br /&gt;
:2 = Perfect insane stunt&lt;br /&gt;
:3 = Double insane stunt&lt;br /&gt;
:4 = Perfect double insane stunt&lt;br /&gt;
:5 = Triple insane stunt&lt;br /&gt;
:6 = Perfect triple insane stunt&lt;br /&gt;
:7 = Quadruple insane stunt (unused)&lt;br /&gt;
:8 = Perfect quadruple insane stunt (unused)&lt;br /&gt;
* 0x97530C - [4 bytes] - Longest Wheelie time (secs)&lt;br /&gt;
* 0x9786C0 - [float] - Longest Wheelie distance (m)&lt;br /&gt;
* 0x974B3C - [4 bytes] - Longest Stoppie time (secs)&lt;br /&gt;
* 0x9B5F44 - [float] - Longest Stoppie distance (m)&lt;br /&gt;
* 0xA0FCF8 - [4 bytes] - Longest 2 wheels time (secs)&lt;br /&gt;
* 0x9B48D0 - [float] - Longest 2 wheels distance (m)&lt;br /&gt;
* 0x974C28 - [float] - Visits From Loan Sharks (unused)&lt;br /&gt;
* 0x9787B4 - [4 bytes] - Criminals killed on Vigilante Mission (incremented by [[0402]])&lt;br /&gt;
* 0x94DD60 - [4 bytes] - Highest Vigilante Mission level (set by [[0578]])&lt;br /&gt;
* 0xA0D1DC - [4 bytes] - Passengers dropped off (incremented by [[0315]])&lt;br /&gt;
* 0xA0D9C8 - [4 bytes] - Cash made in taxi (added by [[0316]])&lt;br /&gt;
* 0x9B5EA8 - [4 bytes] - People saved in an Ambulance (incremented by [[0401]])&lt;br /&gt;
* 0x978DB8 - [4 bytes] - Highest Paramedic Mission level (set by [[0403]])&lt;br /&gt;
* 0x9B6A84 - [4 bytes] - Total fires extinguished (incremented by [[0404]])&lt;br /&gt;
* 0x975310 - [4 bytes] - Fire Truck Mission level (set by [[0599]])&lt;br /&gt;
* 0x97F898 - [float] - Stores Knocked Off (added by [[0531]])&lt;br /&gt;
* 0x4CC102 - [4 bytes] - Stores Knocked Off (total number, set to 15 by default)&lt;br /&gt;
* 0xA0FC8C - [float] - Movie Stunts (unused)&lt;br /&gt;
* 0xA10918 - [4 bytes] - Assassination Contracts Completed (incremented by [[0533]])&lt;br /&gt;
* 0x4CC1CD - [4 bytes] - Assassination Contracts Completed (total number, set to 5 by default)&lt;br /&gt;
* 0x97F21C - [4 bytes] - Photographs Taken&lt;br /&gt;
* 0x978780 - [float] - Pizza's Delivered (added by [[0534]])&lt;br /&gt;
* 0x974C00 - [float] - Garbage Pickups Made (unused)&lt;br /&gt;
* 0x975390 - [float] - 'Ice Cream' Sold (added by [[0536]])&lt;br /&gt;
* 0x974B80 - [4 bytes] - Fastest time on 'Alloy Wheels Of Steel' (set by [[042E]])&lt;br /&gt;
:+0x4 for each additional stat related to 042E up to 0x974BD8&lt;br /&gt;
* 0x9B6E20 - [4 bytes] - Highest score for Shooter (set by [[042F]])&lt;br /&gt;
:+0x4 for each additional stat related to 042F, except the last one, up to 0x9B6E2C&lt;br /&gt;
* 0xA0FD80 - [4 bytes] - Hotring Best Result (set by [[0582]])&lt;br /&gt;
* 0x974B08 - [float] - Shooting Range Rank&lt;br /&gt;
* 0x97854C - [4 bytes] - Flight hours (ms, converted to min in menu)&lt;br /&gt;
* 0x9B6E54 - [4 bytes] - Number of bloodring kills (added by [[0543]])&lt;br /&gt;
* 0xA0D2E0 - [4 bytes] - Longest time in bloodring (secs) (set by [[0544]])&lt;br /&gt;
* 0x9B48B4 - [4 bytes] - Fishes Fed&lt;br /&gt;
* 0x97869C - [4 bytes] - Seagulls Sniped&lt;br /&gt;
* 0xA0FC94 - [4 bytes] - Sprayings&lt;br /&gt;
* 0xA0FDCC - [float] - Weapon Budget (added by [[0528]])&lt;br /&gt;
* 0xA0D068 - [float] - Fashion Budget (added by [[04CF]])&lt;br /&gt;
* 0x9B48B0 - [float] - Property Budget (added by [[0529]])&lt;br /&gt;
* 0xA10298 - [float] - Auto Repair and Painting Budget&lt;br /&gt;
* 0x975404 - [4 bytes] - Property Destroyed&lt;br /&gt;
* 0x978E08 - [4 bytes] - Property Owned&lt;br /&gt;
* 0xA10AFD - [1 byte] - The Malibu owned (set by [[0542]], Property Owned needs a value for this to show)&lt;br /&gt;
:+0x1 for each additional property related to 0542 up to 0xA10B0B&lt;br /&gt;
* 0x978E0C - [float] - Highest media attention&lt;br /&gt;
&lt;br /&gt;
==Garages==&lt;br /&gt;
* 0x7D74B8 - el swanko casa (1 car garage)&lt;br /&gt;
* 0x7D74E0 - el swanko casa&lt;br /&gt;
* 0x7D7508 - el swanko casa&lt;br /&gt;
* 0x7D7530 - el swanko casa&lt;br /&gt;
* 0x7D7558 - hyman condo left (4 car garage)&lt;br /&gt;
* 0x7D7580 - hyman condo left&lt;br /&gt;
* 0x7D75A8 - hyman condo left&lt;br /&gt;
* 0x7D75D0 - hyman condo left&lt;br /&gt;
* 0x7D75F8 - hyman condo middle (2 car garage)&lt;br /&gt;
* 0x7D7620 - hyman condo middle&lt;br /&gt;
* 0x7D7648 - hyman condo middle&lt;br /&gt;
* 0x7D7670 - hyman condo middle&lt;br /&gt;
* 0x7D7698 - hyman condo right (2 car garage)&lt;br /&gt;
* 0x7D76C0 - hyman condo right&lt;br /&gt;
* 0x7D76E8 - hyman condo right&lt;br /&gt;
* 0x7D7710 - hyman condo right&lt;br /&gt;
* 0x7D7738 - ocean heights (1 car garage)&lt;br /&gt;
* 0x7D7760 - ocean heights&lt;br /&gt;
* 0x7D7788 - ocean heights&lt;br /&gt;
* 0x7D77B0 - ocean heights&lt;br /&gt;
* 0x7D77D8 - links view apartment (1 car garage)&lt;br /&gt;
* 0x7D7800 - links view apartment&lt;br /&gt;
* 0x7D7828 - links view apartment&lt;br /&gt;
* 0x7D7850 - links view apartment&lt;br /&gt;
* 0x7D7878 - sunshine autos far right (2 car garage)&lt;br /&gt;
* 0x7D78A0 - sunshine autos far right&lt;br /&gt;
* 0x7D78C8 - sunshine autos far right&lt;br /&gt;
* 0x7D78F0 - sunshine autos far right&lt;br /&gt;
* 0x7D7918 - sunshine autos mid right (2 car garage)&lt;br /&gt;
* 0x7D7940 - sunshine autos mid right&lt;br /&gt;
* 0x7D7968 - sunshine autos mid right&lt;br /&gt;
* 0x7D7990 - sunshine autos mid right&lt;br /&gt;
* 0x7D79B8 - sunshine autos mid left (2 car garage)&lt;br /&gt;
* 0x7D79E0 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A08 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A30 - sunshine autos mid left&lt;br /&gt;
* 0x7D7A58 - sunshine autos far left (2 car garage)&lt;br /&gt;
* 0x7D7A80 - sunshine autos far left&lt;br /&gt;
* 0x7D7AA8 - sunshine autos far left&lt;br /&gt;
* 0x7D7AD0 - sunshine autos far left&lt;br /&gt;
* 0x7D7AF8 - vercetti estate (2 car garage)&lt;br /&gt;
* 0x7D7B20 - vercetti estate&lt;br /&gt;
* 0x7D7B48 - vercetti estate&lt;br /&gt;
* 0x7D7B70 - vercetti estate&lt;br /&gt;
** +0x0 - [4 bytes] - car IDE model&lt;br /&gt;
** +0x4 - [float] - x position&lt;br /&gt;
** +0x8 - [float] - y position&lt;br /&gt;
** +0xC - [float] - z position&lt;br /&gt;
** +0x10 - [float] - vector angle x&lt;br /&gt;
** +0x14 - [float] - vector angle y&lt;br /&gt;
** +0x18 - [float] - vector angle z&lt;br /&gt;
** +0x1C - [4 bytes] - immunities&lt;br /&gt;
** +0x20 - [1 byte] - primary color&lt;br /&gt;
** +0x21 - [1 byte] - secondary color&lt;br /&gt;
** +0x22 - [1 byte] - radio station&lt;br /&gt;
** +0x23 - [1 byte] - [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation] 1&lt;br /&gt;
** +0x24 - [1 byte] - variation 2&lt;br /&gt;
** +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)&lt;br /&gt;
&lt;br /&gt;
==CObject==&lt;br /&gt;
struct CObjectVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CPhysical phys; // 0-288&lt;br /&gt;
   //physical structure of this object&lt;br /&gt;
   CMatrix matDummyInitial; // 288-360&lt;br /&gt;
   //initial matrix, when converted from a dummy object&lt;br /&gt;
   float fAttachForce; // 360-34&lt;br /&gt;
   //how strongly the object is attached to the ground&lt;br /&gt;
   uint8_t byteObjectType; // 364-365&lt;br /&gt;
   //0 - default, not used, 1 - map object, 2 - projectiles, pickups, script objects, 3 - dead car parts and roadblocks, 4 - cutscene object, 5 - spiketraps + ?&lt;br /&gt;
   uint8_t bIsPickupObject:1; // 365.0-365.1&lt;br /&gt;
   //is a pickup object&lt;br /&gt;
   uint8_t bDoCircleEffect:1; // 365.1-365.2&lt;br /&gt;
   //do the circle blinking effect for pickups&lt;br /&gt;
   uint8_t bRenderPickupQuantity:1; // 365.2-365.3&lt;br /&gt;
   //render pickup quantity as dollars&lt;br /&gt;
   uint8_t bRenderPickupAvailability:1; // 365.3-365.4&lt;br /&gt;
   //render pickup ammunation quantity&lt;br /&gt;
   uint8_t bWindowMinorCollisionDamage:1; // 365.4-365.5&lt;br /&gt;
   //window has received minor collision damage&lt;br /&gt;
   uint8_t bHasWindowBeenBrokenByMelee:1; // 365.5-365.6&lt;br /&gt;
   //window has been broken by melee&lt;br /&gt;
   uint8_t bHasObjectExplosionTriggered:1; // 365.6-365.7&lt;br /&gt;
   //has object explosion been triggered (barrels, water hydrants)&lt;br /&gt;
   uint8_t bIsVehicleComponent:1; // 365.7-366.0&lt;br /&gt;
   //is this a separated vehicle component&lt;br /&gt;
   uint8_t bSpecialLighting:1; // 366.0-366.1&lt;br /&gt;
   //used for weapon models&lt;br /&gt;
   uint8_t bNoVehicleCollisionWhenDetached:1; // 366.1-366.2&lt;br /&gt;
   //used for traffic light objects&lt;br /&gt;
   uint8_t bPadFlags:6; // 366.2-367.0&lt;br /&gt;
   uint8_t bytePickupObjectBonusType; // 367-368&lt;br /&gt;
   //used for bonus and clothes pickups&lt;br /&gt;
   uint16_t wPickupObjectQuantity; // 368-370&lt;br /&gt;
   //used for money pickups&lt;br /&gt;
   _pad(__fxpad00, 2); // 370-372&lt;br /&gt;
   float fDamageMultiplier; // 372-376&lt;br /&gt;
   //object damage multiplier - how easily it breaks&lt;br /&gt;
   uint8_t byteCollisionDamageType; // 376-377&lt;br /&gt;
   //what happens when the object receives damage&lt;br /&gt;
   uint8_t byteSpecialCollisionType; // 377-378&lt;br /&gt;
   //special collision type for some objects&lt;br /&gt;
   uint8_t byteCameraAvoids; // 378-379&lt;br /&gt;
   //whether the camera avoids this object&lt;br /&gt;
   uint8_t byteBounceScore; // 379-380&lt;br /&gt;
   //how many times the player has hit this with his head (beachball)&lt;br /&gt;
   _pad(__fxpad01, 4); // 380-384&lt;br /&gt;
   uint32_t dwObjectTimer; // 384-388&lt;br /&gt;
   //for some objects this shows when it will disappear (car parts)&lt;br /&gt;
   uint16_t wRefModelId; // 388-390&lt;br /&gt;
   //the ID of the model this object is a part of (car parts)&lt;br /&gt;
   _pad(__fxpad02, 2); // 390-392&lt;br /&gt;
   CEntity* pInitialSurface; // 392-396&lt;br /&gt;
   //the surface the object is on when created&lt;br /&gt;
   CPhysical* pContactPhysical; // 396-400&lt;br /&gt;
   //a physical that is currently in contact with this object&lt;br /&gt;
   uint8_t byteVehicleMainColor; // 400-401&lt;br /&gt;
   //main color for vehicle parts&lt;br /&gt;
   uint8_t byteVehicleExtraColor; // 401-402&lt;br /&gt;
   //extra color for vehicle parts&lt;br /&gt;
   _pad(__fxpad03, 2); // 402-404&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
==CPickup==&lt;br /&gt;
struct CPickupVC { [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=1060452931]&lt;br /&gt;
   CVector vecPos; // 0-12&lt;br /&gt;
   //position of the pickup&lt;br /&gt;
   float fStandProximity; // 12-16&lt;br /&gt;
   //how close the player is standing to the pickup?&lt;br /&gt;
   CObjectVC* pObject; // 16-20&lt;br /&gt;
   //entity associated with the pickup&lt;br /&gt;
   CObjectVC* pExtraObject; // 20-24&lt;br /&gt;
   //extra entity (for minigun for example)&lt;br /&gt;
   uint32_t dwPickupQuantity; // 24-28&lt;br /&gt;
   //used for weapons and money&lt;br /&gt;
   uint32_t dwTimer; // 28-32&lt;br /&gt;
   //either the time it was created or when it should disappear&lt;br /&gt;
   uint16_t wMoneyGenerationRate; // 32-34&lt;br /&gt;
   //how quickly this pickup generates money&lt;br /&gt;
   uint16_t wModelId; // 34-36&lt;br /&gt;
   //model ID of the pickup&lt;br /&gt;
   uint16_t wUniqueId; // 36-38&lt;br /&gt;
   //unique identifier of this pickup&lt;br /&gt;
   char szPickupTextKey[8]; // 38-46&lt;br /&gt;
   //key of the text that is shown when on this pickup&lt;br /&gt;
   uint8_t bytePickupType; // 46-47&lt;br /&gt;
   //shows if pickup slot is in use and its type&lt;br /&gt;
   uint8_t byteRemoved; // 47-48&lt;br /&gt;
   //pickup has been removed&lt;br /&gt;
   uint8_t byteEffects; // 48-49&lt;br /&gt;
   //which kind of visual effects this pickup has (values 0/1)&lt;br /&gt;
   _pad(__fxpad02, 3); // 49-52&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
==CBrightLight==&lt;br /&gt;
 RwV3D cornerAA;&lt;br /&gt;
 RwV3D cornerAB;&lt;br /&gt;
 RwV3D cornerBA;&lt;br /&gt;
 RwV3D cornerBB;&lt;br /&gt;
 float fDistanceToCamera;&lt;br /&gt;
 RwRGBA color;&lt;br /&gt;
==CVehicleModelInfo==&lt;br /&gt;
 #pragma pack(push, 4)&lt;br /&gt;
 struct CVehicleModelInfo : public CClumpModelInfo&lt;br /&gt;
 {&lt;br /&gt;
     BYTE        m_bLastCarColorId[2];&lt;br /&gt;
     char        m_cGameName[10];&lt;br /&gt;
     DWORD       m_dwVehicleType;&lt;br /&gt;
     float       m_fWheelScale;&lt;br /&gt;
     WORD        m_wWheelModelIndex;&lt;br /&gt;
     WORD        m_wHandlingId;&lt;br /&gt;
     BYTE        m_bNumDoors;&lt;br /&gt;
     BYTE        m_bVehicleClass;&lt;br /&gt;
     BYTE        m_bLvl;&lt;br /&gt;
     BYTE        m_bNumExtras;&lt;br /&gt;
     WORD        m_wFrq;&lt;br /&gt;
     CVector     m_vDummyPos[5];&lt;br /&gt;
     DWORD       m_dwComprules;&lt;br /&gt;
     float       m_fBikeSteerAngle;&lt;br /&gt;
     RpMaterial *m_pMaterialPrimary[24];&lt;br /&gt;
     RpMaterial *m_pMaterialSecondary[20];&lt;br /&gt;
     BYTE        m_bPrimaryColorId[8];&lt;br /&gt;
     BYTE        m_bSecondaryColorId[8];&lt;br /&gt;
     BYTE        m_bNumColorVariations;&lt;br /&gt;
     BYTE        m_bLastColorVariation;&lt;br /&gt;
     BYTE        m_bCurrentColorId[2];&lt;br /&gt;
     RpAtomic   *m_pExtra[6];&lt;br /&gt;
     char       *m_pAnimName;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&lt;br /&gt;
* +0x00 - [dword] - vtbl&lt;br /&gt;
* +0x04 - [CMatrix] - matrix&lt;br /&gt;
* +0x4C - [dword] - rwObject&lt;br /&gt;
* +0x50 - [byte] - flags&lt;br /&gt;
* +0x51 - [byte] - type&lt;br /&gt;
* +0x52 - [1 byte] - immunity (2=explosion)&lt;br /&gt;
* +0x53 - [1 byte] - immunity (2=bullet, 4=fire, 6=both)&lt;br /&gt;
* +0x58 - [word] - scanCode&lt;br /&gt;
* +0x5C - [word] - modelIndex&lt;br /&gt;
* +0x5E - [byte] - buildingIsland&lt;br /&gt;
* +0x5F - [byte] - interior&lt;br /&gt;
* +0x6C - [2 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE6 - [1 byte] - is player on ground&lt;br /&gt;
* +0x141 - [1 byte] - fast shoot&lt;br /&gt;
* +0x14C - [1 byte] - shooting anim&lt;br /&gt;
* +0x14D - [1 byte] - jumping anim&lt;br /&gt;
* +0x150 - [1 byte] - crouching&lt;br /&gt;
* +0x1F4 - [1 byte] - sub animation&lt;br /&gt;
* +0x244 - [byte] - player current status [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2761980] [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;view=findpost&amp;amp;p=2762762], values include:&lt;br /&gt;
** 0x01 - normal on foot&lt;br /&gt;
** 0x0C - aiming weapon&lt;br /&gt;
** 0x10 - attacking&lt;br /&gt;
** 0x11 - being melee'd&lt;br /&gt;
** 0x18 - walking to enter vehicle&lt;br /&gt;
** 0x1F - weak dodge&lt;br /&gt;
** 0x24 - holding cellphone ([[052B]])&lt;br /&gt;
** 0x29 - jumping&lt;br /&gt;
** 0x2A - fallen down&lt;br /&gt;
** 0x2B - standing back up&lt;br /&gt;
** 0x2D - dive sideways&lt;br /&gt;
** 0x32 - sitting in vehicle&lt;br /&gt;
** 0x36, 0x37 - wasted&lt;br /&gt;
** 0x38 - jacking vehicle&lt;br /&gt;
** 0x3A - entering vehicle&lt;br /&gt;
** 0x3C - exiting vehicle&lt;br /&gt;
** 0x3E - busted&lt;br /&gt;
* +0x24C - [1 byte] - walking&lt;br /&gt;
* +0x354 - [float] - health&lt;br /&gt;
* +0x358 - [float] - armor&lt;br /&gt;
* +0x378 - [float] - rotation (related to north)&lt;br /&gt;
* +0x3A8 - [pointer] - last controlled vehicle&lt;br /&gt;
* +0x3A4 - [1 byte] - target objective&lt;br /&gt;
* +0x3AC - [1 byte] - is in vehicle (0=on foot,1=in car)&lt;br /&gt;
* +0x408 - [24 bytes] - current [[#Weapon block|weapon blocks]], blocks ordered by weapon slot&lt;br /&gt;
* +0x504 - [1 byte] - current weapon slot&lt;br /&gt;
* +0x598 - [1 byte] - last damage ([[031D]])&lt;br /&gt;
* +0x518 - [1 byte] - melee anim 1&lt;br /&gt;
* +0x520 - [1 byte] - melee anim 2&lt;br /&gt;
* +0x52C - [float] - upper torso rotation&lt;br /&gt;
* +0x56C - [10 pointers] - Nearest peds&lt;br /&gt;
* +0x5F4 - [pointer] - wanted level pointer&lt;br /&gt;
** +0x0 - [4 bytes] - wanted counter&lt;br /&gt;
*** above 50 - 1 star&lt;br /&gt;
*** above 180 - 2 stars&lt;br /&gt;
*** above 550 - 3 stars&lt;br /&gt;
*** above 1200 - 4 stars&lt;br /&gt;
*** above 2400 - 5 stars&lt;br /&gt;
*** above 4600 - 6 stars&lt;br /&gt;
** +0x1E - ignore status (0=normal, 1=cops, 2=everyone)&lt;br /&gt;
** +0x20 - [1 byte] - HUD active wanted level&lt;br /&gt;
* +0x600 - [float] - stamina {{ref|1}}&lt;br /&gt;
* +0x60C - [1 byte] - current weapon slot again?&lt;br /&gt;
* +0x608 - [float] - sprint distance {{ref|1}}&lt;br /&gt;
* +0x638 - [1 byte] - drunk visuals ([[052C]])&lt;br /&gt;
&lt;br /&gt;
===Weapon block===&lt;br /&gt;
* +0x0 - [4 bytes] - weapon number&lt;br /&gt;
* +0x4 - [4 bytes] - status (0=normal, 1=firing in 1st person/using flamethrower, 2=reloading, 3=no more ammo)&lt;br /&gt;
* +0x8 - [4 bytes] - current clip&lt;br /&gt;
* +0xC - [4 bytes] - current ammo&lt;br /&gt;
&lt;br /&gt;
==Vehicle block==&lt;br /&gt;
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)&lt;br /&gt;
* +0x04 - [float] - X roll&lt;br /&gt;
* +0x08 - [float] - Y roll&lt;br /&gt;
* +0x0C - [float] - Z roll&lt;br /&gt;
* +0x14 - [float] - X direction&lt;br /&gt;
* +0x18 - [float] - Y direction&lt;br /&gt;
* +0x1C - [float] - Z direction&lt;br /&gt;
* +0x24 - [float] - Last X position&lt;br /&gt;
* +0x28 - [float] - Last Y position&lt;br /&gt;
* +0x2C - [float] - Last Z position&lt;br /&gt;
* +0x34 - [float] - x coordinate&lt;br /&gt;
* +0x38 - [float] - y coordinate&lt;br /&gt;
* +0x3C - [float] - z coordinate&lt;br /&gt;
* +0x5C - [4 bytes] - IDE model&lt;br /&gt;
* +0x6C - [4 bytes] - last collision time&lt;br /&gt;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0xB8 - [float] - weight&lt;br /&gt;
* +0xE4 - [4 bytes] - object on ground (?)&lt;br /&gt;
* +0x156 - [1 byte] - driver behavior&lt;br /&gt;
* +0x160 - [1 byte] - speed&lt;br /&gt;
* +0x1A0 - [1 byte] - primary color ([[carcols.dat]])&lt;br /&gt;
* +0x1A1 - [1 byte] - secondary color&lt;br /&gt;
* +0x1A2 - [1 byte] - car [http://www.gtaforums.com/index.php?showtopic=107998&amp;amp;view=findpost&amp;amp;p=1059651247 variation]&lt;br /&gt;
* +0x1A4 - [4 bytes] - alarm duration, time in milliseconds&lt;br /&gt;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1AC - [pointer] - passenger 0 pointer&lt;br /&gt;
* +0x1B0 - [pointer] - passenger 1 pointer&lt;br /&gt;
* +0x1B4 - [pointer] - passenger 2 pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1CD - [1 byte] - num getting in&lt;br /&gt;
* +0x1CE - [1 byte] - getting in flags&lt;br /&gt;
* +0x1CF - [1 byte] - getting out flags&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&lt;br /&gt;
* +0x1E8 - [float] - steer angle 1&lt;br /&gt;
* +0x1EC - [float] - steer angle 2 (negative = wheels right; positive = wheels left)&lt;br /&gt;
* +0x1F0 - [float] - accelerator pedal&lt;br /&gt;
* +0x1F4 - [float] - brake pedal&lt;br /&gt;
* +0x204 - [float] - health&lt;br /&gt;
* +0x230 - [1 byte] - lock status ([[020A]])&lt;br /&gt;
* +0x23C - [1 byte] - current [[List of radio stations (VC)|radio station]]&lt;br /&gt;
* +0x240 - [1 byte] - horn status&lt;br /&gt;
* +0x245 - [1 byte] - siren status (0=off,1=on)&lt;br /&gt;
* +0x29C - [1 byte] - vehicle type (0=car,1=boat,5=bike)&lt;br /&gt;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear &amp;amp; middle tire&lt;br /&gt;
* +0x2A9 - [1 byte] - Bonnet [http://www.gtaforums.com/index.php?showtopic=502919 Values]&lt;br /&gt;
* +0x2AA - [1 byte] - Trunk (diggi)&lt;br /&gt;
* +0x2AB - [1 byte] - left front door status (0=freeze door, 2=unfreeze door)&lt;br /&gt;
* +0x2AC - [1 byte] - right front door&lt;br /&gt;
* +0x2AD - [1 byte] - left rear door&lt;br /&gt;
* +0x2AE - [1 byte] - right rear door&lt;br /&gt;
* +0x32C - [1 byte] - bike front tire status&lt;br /&gt;
* +0x32D - [1 byte] - bike rear tire status&lt;br /&gt;
* +0x474 - [float] - bike pitch lean&lt;br /&gt;
* +0x484 - [float] - left front suspension height&lt;br /&gt;
* +0x488 - [float] - left rear suspension height&lt;br /&gt;
* +0x48C - [float] - right front suspension height&lt;br /&gt;
* +0x490 - [float] - right rear suspension height&lt;br /&gt;
* +0x4E8 - [1 byte] - bike burnout&lt;br /&gt;
* +0x501 - [1 byte] - special vehicle properties&lt;br /&gt;
** 0b0000000'''1''' - taxi light ([[0216]])&lt;br /&gt;
** 0b000000'''1'''0 - not sprayable ([[0294]])&lt;br /&gt;
** 0b00000'''1'''00 - ?&lt;br /&gt;
** 0b0000'''1'''000 - [[039C]]&lt;br /&gt;
** 0b000'''1'''0000 - flip not burn ([[03ED]])&lt;br /&gt;
** 0b00'''1'''00000 - tank contact explosion ([[0493]])&lt;br /&gt;
** 0b0'''1'''000000 - ?&lt;br /&gt;
** 0b'''1'''0000000 - ?&lt;br /&gt;
* +0x5B0 - [DWORD] - Rhino &amp;amp; Fire truck Cannon angle&lt;br /&gt;
* +0x5BB - [DWORD] - BF-Inject Rotation angle&lt;br /&gt;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block (object)==&lt;br /&gt;
*0x945D40 - [pointer] - Entity Block pointer (struct size 416 Bytes)&lt;br /&gt;
&lt;br /&gt;
*CPhysical&lt;br /&gt;
*CPlaceable matrix (size 72 Bytes)&lt;br /&gt;
** +0x04 - [float] - X roll&lt;br /&gt;
** +0x08 - [float] - Y roll&lt;br /&gt;
** +0x0C - [float] - Z roll&lt;br /&gt;
** +0x14 - [float] - X direction&lt;br /&gt;
** +0x18 - [float] - Y direction&lt;br /&gt;
** +0x1C - [float] - Z direction&lt;br /&gt;
** +0x24 - [float] - Last X position&lt;br /&gt;
** +0x28 - [float] - Last Y position&lt;br /&gt;
** +0x2C - [float] - Last Z position&lt;br /&gt;
** +0x34 - [float] - X position&lt;br /&gt;
** +0x38 - [float] - Y position&lt;br /&gt;
** +0x3C - [float] - Z position&lt;br /&gt;
* +0x54 - [short] - flags&lt;br /&gt;
* +0x5C - [short] - model id&lt;br /&gt;
* +0x68 - [float] - ?&lt;br /&gt;
* +0x6C - [int] - last collision time&lt;br /&gt;
* +0x70 - [float] - X move speed&lt;br /&gt;
* +0x74 - [float] - Y move speed&lt;br /&gt;
* +0x78 - [float] - Z move speed&lt;br /&gt;
* +0x7C - [float] - X turn speed&lt;br /&gt;
* +0x80 - [float] - Y turn speed&lt;br /&gt;
* +0x84 - [float] - Z turn speed&lt;br /&gt;
* +0x88 - [float] - X movement acceleration change&lt;br /&gt;
* +0x8C - [float] - Y movement acceleration change&lt;br /&gt;
* +0x90 - [float] - Z movement acceleration change&lt;br /&gt;
* +0x94 - [float] - X turning acceleration change&lt;br /&gt;
* +0x98 - [float] - Y turning acceleration change&lt;br /&gt;
* +0x9C - [float] - Z turning acceleration change&lt;br /&gt;
* +0xA0 - [float] - X movement acceleration&lt;br /&gt;
* +0xA4 - [float] - Y movement acceleration&lt;br /&gt;
* +0xA8 - [float] - Z movement acceleration&lt;br /&gt;
* +0xAC - [float] - X turning acceleration&lt;br /&gt;
* +0xB0 - [float] - Y turning acceleration&lt;br /&gt;
* +0xB4 - [float] - Z turning acceleration&lt;br /&gt;
* +0xB8 - ? - mass&lt;br /&gt;
* +0xE6 - ? - object on ground&lt;br /&gt;
* +0x104 - [float] - object damaged&lt;br /&gt;
&lt;br /&gt;
* +0x23C - ? - type&lt;br /&gt;
&lt;br /&gt;
==Police==&lt;br /&gt;
* 0xA10ADB - [byte] - Police helicopter state&lt;br /&gt;
* 0x69A633 - [byte] - size of Police EM lights&lt;br /&gt;
&lt;br /&gt;
Police cars, that are chasing the player (models must be loaded first {{ref|2}}):&lt;br /&gt;
* 0x426A21 - [byte] - first police car&lt;br /&gt;
* 0x426987 - [byte] - second police car&lt;br /&gt;
* 0x42697E - [byte] - Enforcer&lt;br /&gt;
* 0x4268B8 - [byte] - Vicechee 1&lt;br /&gt;
* 0x4268D3 - [byte] - Vicechee 2&lt;br /&gt;
* 0x4268EE - [byte] - Vicechee 3&lt;br /&gt;
* 0x426909 - [byte] - Vicechee 4&lt;br /&gt;
* 0x4269BA - [byte] - FBI Rancher&lt;br /&gt;
* 0x426A0A - [byte] - Barracks Ol&lt;br /&gt;
* 0x426A14 - [byte] - Rhino&lt;br /&gt;
&lt;br /&gt;
Police weapons:&lt;br /&gt;
* 0x4ED772 - [byte] - first weapon (Nitestick)&lt;br /&gt;
** 0x4EC21D - [byte]&lt;br /&gt;
** 0x4EC228 - [byte]&lt;br /&gt;
&lt;br /&gt;
Skins (models must be loaded):&lt;br /&gt;
* 0x4ED762 - [byte] - policeman skin&lt;br /&gt;
* 0x4ED76B - [byte] - policeman skin (wanted level)&lt;br /&gt;
* 0x4ED7C3 - [byte] - swat skin&lt;br /&gt;
* 0x4ED812 - [byte] - FBI skin&lt;br /&gt;
* 0x4ED834 - [byte] - army skin&lt;br /&gt;
&lt;br /&gt;
Wanted level needed, to see police cars &amp;amp; peds:&lt;br /&gt;
* 0x4D1E23 - [byte] - Army&lt;br /&gt;
* 0x4D1E43 - [byte] - FBI&lt;br /&gt;
* 0x4D1E63 - [byte] - Swat&lt;br /&gt;
* 0x4E1E83 - [byte] - Vicechee&lt;br /&gt;
&lt;br /&gt;
Cars used for roadblocks (models must be loaded):&lt;br /&gt;
* 0x4436F1 - [byte] - Police&lt;br /&gt;
* 0x4436E5 - [byte] - Swat&lt;br /&gt;
* 0x4436C5 - [byte] - FBI&lt;br /&gt;
* 0x4436A4 - [byte] - Barracks Ol&lt;br /&gt;
&lt;br /&gt;
==Car Attributes==&lt;br /&gt;
* 0x426640 - [byte] - controls removing cars that are far away {{ref|4}}&lt;br /&gt;
* 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on&lt;br /&gt;
* 0x591572 - [byte] - Phoenix engine animation (no use on other cars) &lt;br /&gt;
* 0x57157A - [byte] - BF-Inject Rotation&lt;br /&gt;
* 0x597F4A - [byte] - Hunter weapon&lt;br /&gt;
* 0x598302 - [byte] - Seasparrow weapon&lt;br /&gt;
* 0x58BCA8 - [byte] - Cuban exhaust&lt;br /&gt;
** 0x58B958 - [byte] - Cuban exhaust&lt;br /&gt;
* 0x58BCB5 - [byte] - Cuban exhaust on/off&lt;br /&gt;
* 0x5945F1 - [byte] - Rhino cannon &lt;br /&gt;
* 0x5945D5 - [byte] - Fire truck water cannon &lt;br /&gt;
* 0x594611 - [byte] - Voodoo hydraulics &lt;br /&gt;
* 0x59C7E5 - [byte] - Stinger jump in animation&lt;br /&gt;
* 0x5A0316 - [byte] - police boat weapon&lt;br /&gt;
* 0x5B9675 - [byte] - shooting this vehicle gives a wanted star&lt;br /&gt;
* 0x69A608 - [float] - Reaction Force of Rhino Cannon&lt;br /&gt;
* 0x69A60C - [float] - Cuban flame exhaust scale&lt;br /&gt;
* 0x69A610 - [float] - Rhino Cannon Fire Range&lt;br /&gt;
* 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)&lt;br /&gt;
* 0x69A61C - [float] - Radius of Smoke near Rhino Cannon&lt;br /&gt;
* 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon&lt;br /&gt;
* 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset&lt;br /&gt;
* 0x69A714 - [4 bytes] - Cuban flame exhaust X offset&lt;br /&gt;
* 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
* 0x68723B - [byte] - chance of traffic accidents by peds cars&lt;br /&gt;
* 0x68F5F0 - [float] - gravity&lt;br /&gt;
* 0x68F590 - [float] - Keep force's law valid. Value is always 1 second&lt;br /&gt;
* 0x68F62A - [2 bytes] - car behaviour when another car crashes into&lt;br /&gt;
* 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)&lt;br /&gt;
* 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)&lt;br /&gt;
* 0x69A61A - [byte] - car friction/surface&lt;br /&gt;
* 0x69A6A8 - [float] - wheel camber (negative values)&lt;br /&gt;
* 0x69B34A - [float] - car door open/close speed&lt;br /&gt;
* 0x69C780 - [float] - max helicopter height&lt;br /&gt;
* 0x7838D1 - [byte] - car gear&lt;br /&gt;
* 0x7E48BC - [float] - player's up/down angle&lt;br /&gt;
* 0x7E48CC - [float] - player's left/right angle&lt;br /&gt;
* 0x869728 - [byte] - active menu {{ref|3}}&lt;br /&gt;
* 0x978810 - [4 bytes] - current interior&lt;br /&gt;
* 0xA0DAC0 - [4 bytes] - current [[CULL|cullzone]]&lt;br /&gt;
* 0xA10B3A - [byte] - Taxi boost&lt;br /&gt;
* 0xA10B6B - [byte] - game hour&lt;br /&gt;
* 0xA10B92 - [byte] - game minute&lt;br /&gt;
* 0xA10942 - [char(30)] - Buffer of 30 last typed chars, previously typed chars are on next bytes.&lt;br /&gt;
* 0xA10A44 - [2 bytes] - flash hud ([[03E7]])&lt;br /&gt;
* 0xA10AB5 - [1 byte] - free respray ([[0335]])&lt;br /&gt;
* 0xA10AB6 - [1 byte] - disable radar (unused)&lt;br /&gt;
* 0xA10ABB - [1 byte] - spawned taxi light status (unused)&lt;br /&gt;
* 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color&lt;br /&gt;
* 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color&lt;br /&gt;
* 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Function Memory Addresses (VC)]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
:1. {{note|1}} {{GTAF|post|117195|1060507268}}&lt;br /&gt;
:2. {{note|2}} {{GTAF|post|117195|1630957}}&lt;br /&gt;
:3. {{note|3}} {{GTAF|post|117195|2851295}}&lt;br /&gt;
:4. {{note|4}} {{GTAF|post|117195|1818097}}&lt;br /&gt;
:5. {{note|5}} {{GTAF|post|117195|1827223}}&lt;br /&gt;
:6. {{note|6}} {{GTAF|post|117195|1835819}}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*{{GTAF|117195|Documenting GTA3/VC memory addresses}}&lt;br /&gt;
*[http://web.archive.org/web/20041021030737/http://www.gtaforums.com/index.php?showtopic=117195 Same topic in archive.org] - shows archived posts that are apparently deleted from current topic&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>HackMan128</name></author>
		
	</entry>
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