<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Luke</id>
	<title>GTAMods Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Luke"/>
	<link rel="alternate" type="text/html" href="https://gtamods.com/wiki/Special:Contributions/Luke"/>
	<updated>2026-04-08T15:55:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.32.0</generator>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Main_Page&amp;diff=541</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Main_Page&amp;diff=541"/>
		<updated>2006-04-10T18:32:28Z</updated>

		<summary type="html">&lt;p&gt;Luke: Adding PAWN/SA-MP headings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{MainPageIntro}}&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;10&amp;quot; &lt;br /&gt;
= Welcome to GTAModding.com =&lt;br /&gt;
&lt;br /&gt;
The goal of this site is to have all GTA modding related knowledge in one convenient place. At the moment this will consist of guides and tutorials for modding as well as modding related documentation. All GTANet members can contribute their knowledge and are invited to write articles for the site (see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User's Guide] for an introduction into the world of Wiki).&lt;br /&gt;
&lt;br /&gt;
To get started, see a [[Special:Newpages|list of new articles]], or just browse our main categories below.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
==[[:Category:Tutorials|Tutorials and Guides]]==&lt;br /&gt;
* [[:Category:Vehicle Modelling|Vehicle Modelling]]&lt;br /&gt;
* [[:Category:Map Object Modelling|Map Object Modelling]]&lt;br /&gt;
* [[:Category:Character Modelling|Character Modelling]]&lt;br /&gt;
* [[:Category:Mapping|Mapping]]&lt;br /&gt;
* [[:Category:Mission Scripting|Mission Scripting]]&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
==[[:Category:Documentation|Documentation]]==&lt;br /&gt;
* '''[[FAQ|Problems and FAQ]]'''&lt;br /&gt;
* [[:Category:Tools|Tools]]&lt;br /&gt;
* [[:Category:File Formats|File Formats]]&lt;br /&gt;
** [[:Category:Map Formats|Maps]]&lt;br /&gt;
** [[:Category:3D File Formats|3D Files]]&lt;br /&gt;
** [[:Category:Other Formats|Others]]&lt;br /&gt;
* [[:Category:Mission Script|Mission Script]]&lt;br /&gt;
** [[:Category:OpCodes|OpCodes]]&lt;br /&gt;
** [[:Category:Algorithms|Algorithms]]&lt;br /&gt;
** [[:Category:Code Snippets|Code Snippets]]&lt;br /&gt;
* [[:Category:Memory Addresses|Memory Addresses]]&lt;br /&gt;
* [[:Category:SA-MP|SA-MP]]&lt;br /&gt;
** [[:Category:PAWN|PAWN documentation]]&lt;br /&gt;
|width=&amp;quot;33%&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== Version specific ==&lt;br /&gt;
* [[:Category:GTA 1|GTA 1]]&lt;br /&gt;
* [[:Category:GTA 2|GTA 2]]&lt;br /&gt;
* [[:Category:GTA 3|GTA III]]&lt;br /&gt;
* [[:Category:GTA VC|GTA Vice City]]&lt;br /&gt;
* [[:Category:GTA SA|GTA San Andreas]]&lt;br /&gt;
* [[:Category:GTA LCS|GTA Liberty City Stories]]&lt;br /&gt;
* [[:Category:GTA 4|GTA IV]]&lt;br /&gt;
|-&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
== [[Special:News|Modding News]] ==&lt;br /&gt;
{{MediaWiki:Newstitles}}&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
== [http://www.gtanet.com/news/ Network News] ==&lt;br /&gt;
{{MediaWiki:Networktitles}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Luke</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Multiplayer&amp;diff=262</id>
		<title>Multiplayer</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Multiplayer&amp;diff=262"/>
		<updated>2005-12-20T16:31:34Z</updated>

		<summary type="html">&lt;p&gt;Luke: GTA3 changed to GTASA, noted that PS2 version had 2 player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The term &amp;quot;multiplayer&amp;quot; comes from the phrase &amp;quot;multiple players&amp;quot; and describes a game several people can play together.  In some computer games, multiple players can play the same game together by connecting their computers together with a local network or by using the Internet.&lt;br /&gt;
&lt;br /&gt;
The first two editions of GTA for the PC (GTA1 and GTA2) were released with multiplayer support.  The most recent three editions for PC (GTA3, GTAVC and GTASA) were not.  Various projects have been released or are being developed by fans of the GTA series to add multiplayer gaming to the three most recent editions.  Some fans have created other projects to improve the multiplayer systems in the first two editions.&lt;br /&gt;
&lt;br /&gt;
==GTA1==&lt;br /&gt;
Was released with a multiplayer system by DMA Design (now called &amp;quot;Rockstar Games&amp;quot;) but most players find it too difficult to use.  It features two gameplay modes:-&lt;br /&gt;
* Deathmatch - players kill each other by any means.  The first player to reach the required number of kills wins the game.&lt;br /&gt;
* Cannonball Run - players must drive through a series of checkpoints to the finish.  The first player to reach the finish wins the game.&lt;br /&gt;
&lt;br /&gt;
This edition allows 1-4 players in each multiplayer game.&lt;br /&gt;
&lt;br /&gt;
==GTA2==&lt;br /&gt;
Was released with an all-new multiplayer system by Rockstar Games which is an big improvement from GTA1, featuring specialised multiplayer levels with new game modes.  However, it is still difficult to most users to set up games, especially those whose connections use a router.&lt;br /&gt;
&lt;br /&gt;
The three gameplay modes are described here:-&lt;br /&gt;
* Deathmatch - players kill each other by any means to gain &amp;quot;frags&amp;quot;.  If a player kills themself, the get one or more &amp;quot;frags&amp;quot; deducted.  GTA2 does not allow negative numbers of frags.  There are two ways a Deathmatch game can end:-&lt;br /&gt;
** A player to reaches the required number of kills and wins the game.&lt;br /&gt;
** The time limit runs out, in which case the player with most kills wins the game.  If both players have the same number of frags, the game is a draw.&lt;br /&gt;
* Tag - One player starts off &amp;quot;it&amp;quot;, that player can't pickup weapons, can't see arrows and their car burns quickly.  Whoever kills that player will then become &amp;quot;it&amp;quot;.  The player who has been &amp;quot;it&amp;quot; the longest when the time limit runs out is the winner.&lt;br /&gt;
* Points - each player tries to gain more points than the others.  Points are given in the same was as the regular game, although killing another player gives a large points bonus.  THere are two ways a Points game can end:-&lt;br /&gt;
** A player to reaches the points limit and wins the game.&lt;br /&gt;
** The time limit runs out, in which case the player with most points wins the game.  If both players have the same number of points, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
There are various fan made levels that add racing or cannonball run style gameplay.  Custom levels can have new game modes but it has yet to be fully taken advantage of.&lt;br /&gt;
&lt;br /&gt;
There are two projects created by fans to improve the multiplayer system in GTA2.  Both of these projects concentrate on making it easier to find other GTA2 players, as well create games and join games:-&lt;br /&gt;
* [http://gta2gamer.dracoblue.net gta2gamer]&lt;br /&gt;
* [http://gtamp.com GTA2 Game Hunter]&lt;br /&gt;
&lt;br /&gt;
This edition allows 1-6 players in each multiplayer game.&lt;br /&gt;
&lt;br /&gt;
==GTA III==&lt;br /&gt;
Was released without multiplayer support by Rockstar Games, it only featured single player gaming.  Projects which have been created by fans to bring multiplayer to GTA3 include:-&lt;br /&gt;
* [http://guardians.ch/ggm/ ggm]&lt;br /&gt;
* [http://www.multitheftauto.com/ Multi Theft Auto]&lt;br /&gt;
&lt;br /&gt;
==GTA VC==&lt;br /&gt;
Was released without multiplayer support by Rockstar Games, it only featured single player gaming.  Projects which have been created by fans to bring multiplayer to GTAVC include:-&lt;br /&gt;
* [http://www.gtat.org/ gtaTournament] &lt;br /&gt;
* [http://www.gtaforums.com/index.php?showforum=202 VC-MP on GTAForums]&lt;br /&gt;
* [http://www.multitheftauto.com/ Multi Theft Auto]&lt;br /&gt;
&lt;br /&gt;
==GTA SA==&lt;br /&gt;
Was released without multiplayer support by Rockstar Games, it only featured single player gaming on the PC.  The PlayStation 2 version offers two-player support to an extent.  Projects which have been created by fans to bring multiplayer to GTASA include:-&lt;br /&gt;
&lt;br /&gt;
Projects which have not been released yet:-&lt;br /&gt;
* [http://www.multitheftauto.com/ Multi Theft Auto]&lt;br /&gt;
* [NET.GTA]&lt;br /&gt;
* [SA-2P] - Cancelled&lt;br /&gt;
* [http://www.sa-mp.com/ SA-MP] - has become [http://www.gtamultiplayer.com/ GTAMultiplayer].&lt;br /&gt;
* [SanAnarchy]&lt;br /&gt;
&lt;br /&gt;
Projects which have been released:-&lt;br /&gt;
* [GTA:RUMBLE] - 0.1c&lt;br /&gt;
* [http://www.gtat.org/ gtaTournament] - 0.2&lt;br /&gt;
&lt;br /&gt;
[[Category:GTA_1]][[Category:GTA 2]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(SA)&amp;diff=275</id>
		<title>Memory Addresses (SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(SA)&amp;diff=275"/>
		<updated>2005-12-17T17:17:51Z</updated>

		<summary type="html">&lt;p&gt;Luke: /* Dependencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Note that all offsets thus posted have been confirmed for GTA San Andreas (GTA_SA.EXE) version 1.0.'''&lt;br /&gt;
This is ''not'' for Function-Memadresses, for these look into [[Function Memory Addresses (SA)|Function Memory Addresses (SA)]].&lt;br /&gt;
&lt;br /&gt;
= Base Memory adresses=&lt;br /&gt;
&lt;br /&gt;
==No category yet==&lt;br /&gt;
* 0xA49960 - Start of SCM block (0xA49960 + (4 * varnumber) is that particular variable.)&lt;br /&gt;
* 0xA49D54 - Count-up timer for driving/flying missions ([dword] in ms)&lt;br /&gt;
* 0xA51974 - Count-up timer for boat/bike missions ([dword] in ms)&lt;br /&gt;
* 0xB6F5F0 - Player pointer (player_ptr)&lt;br /&gt;
* 0xB6F3B8 - Car pointer&lt;br /&gt;
* 0xB7CE50 - Money&lt;br /&gt;
* 0xBAA420 - Wanted Level&lt;br /&gt;
* 0xB70153 - Current Hour&lt;br /&gt;
* 0xB70152 - Current Minute&lt;br /&gt;
* 0xB700F0 - Current Car ID (from vehicle.ide) - 32 bytes in size &lt;br /&gt;
* 0x863984 - Gravity&lt;br /&gt;
* 0xB7CB84 - A global timer in ms [dword]&lt;br /&gt;
* 0xB70158 - Timer related to weather and time in ms [dword]&lt;br /&gt;
* 0xB7015C - Defines how many ms = 1 second... default 1000, set to 1 for a headache (number of ms per sec) [dword]4&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* 0xB793D4 - Fat stat [float]&lt;br /&gt;
* 0xB793D8 - Stamina stat [float]&lt;br /&gt;
* 0xB793DC - Muscle stat [float]&lt;br /&gt;
* 0xB793E0 - Health stat [float]&lt;br /&gt;
* 0xB793E4 - Sex Appeal stat [float]&lt;br /&gt;
* 0xB79496 - Pistol stat [float]&lt;br /&gt;
* 0xB79498 - Silenced pistol stat [float]&lt;br /&gt;
* 0xB7949C - Desert eagle stat [float]&lt;br /&gt;
* 0xB794A0 - Shotgun stat [float]&lt;br /&gt;
* 0xB794A4 - Sawn-off shotgun stat [float]&lt;br /&gt;
* 0xB794A8 - Combat shotgun stat [float]&lt;br /&gt;
* 0xB794AC - Machine pistol stat [float]&lt;br /&gt;
* 0xB794B0 - SMG stat [float]&lt;br /&gt;
* 0xB794B4 - AK47 stat [float]&lt;br /&gt;
* 0xB794B8 - M4 stat [float]&lt;br /&gt;
&lt;br /&gt;
==Cheats==&lt;br /&gt;
NaodW29-HTMLCommentStrip40be25d123b648bd00000001&lt;br /&gt;
&lt;br /&gt;
[byte] Can be either on (1) or off (0)&lt;br /&gt;
* 0x969130 - Weapon Set 1&lt;br /&gt;
* 0x969131 - Weapon Set 2&lt;br /&gt;
* 0x969132 - Weapon Set 3&lt;br /&gt;
* 0x969133 - Health+Armor+250K&lt;br /&gt;
* 0x969134 - Increase Wanted Level 2 Stars&lt;br /&gt;
* 0x969135 - Clear Wanted Level&lt;br /&gt;
* 0x969136 - Sunny Weather&lt;br /&gt;
* 0x969137 - Very Sunny Weather&lt;br /&gt;
* 0x969138 - Overcast Weather&lt;br /&gt;
* 0x969139 - Rainy Weather&lt;br /&gt;
* 0x96913A - Foggy Weather&lt;br /&gt;
* 0x96913B - Faster Clock&lt;br /&gt;
* 0x96913C - Faster Gameplay&lt;br /&gt;
* 0x96913D - Slower Gameplay&lt;br /&gt;
* 0x96913E - Peds Attack Eachother with Golfclub&lt;br /&gt;
* 0x96913F - Have Bounty on Head&lt;br /&gt;
* 0x969140 - Everyone is Armed&lt;br /&gt;
* 0x969141 - ''Spawn Rhino ('''Not Tested!''')''&lt;br /&gt;
* 0x969142 - ''Spawn Bloodring Banger ('''Not Tested!''')''&lt;br /&gt;
* 0x969143 - ''Spawn Rancher ('''Not Tested!''')''&lt;br /&gt;
* 0x969144 - ''Spawn Racecar A ('''Not Tested!''')''&lt;br /&gt;
* 0x969145 - ''Spawn Racecar B ('''Not Tested!''')''&lt;br /&gt;
* 0x969146 - ''Spawn Romero ('''Not Tested!''')''&lt;br /&gt;
* 0x969147 - ''Spawn Stretch ('''Not Tested!''')''&lt;br /&gt;
&lt;br /&gt;
sadasdasd)''&lt;br /&gt;
* 0x96914A - Blow up All Cars&lt;br /&gt;
* 0x96914B - Wheels Only (Invisible Cars)&lt;br /&gt;
* 0x96914C - Perfect Handling&lt;br /&gt;
* 0x96914D - Suicide&lt;br /&gt;
* 0x96914E - All Green Lights&lt;br /&gt;
* 0x96914F - Aggressive Drivers&lt;br /&gt;
* 0x969150 - Pink Traffic&lt;br /&gt;
* 0x969151 - Black Traffic&lt;br /&gt;
* 0x969153 - Boats Can Fly&lt;br /&gt;
* 0x969154 - CJ is Fat&lt;br /&gt;
* 0x969155 - Max Muscle&lt;br /&gt;
* 0x969156 - CJ is Skinny&lt;br /&gt;
* 0x969157 - Elvis Everywhere&lt;br /&gt;
* 0x969158 - Peds attack with rockets&lt;br /&gt;
* 0x969159 - Beach Theme&lt;br /&gt;
* 0x96915A - Gang Members everywhere&lt;br /&gt;
* 0x96915B - Gangs control the streets&lt;br /&gt;
* 0x96915C - Ninja Theme&lt;br /&gt;
* 0x96915D - Slut Magnet&lt;br /&gt;
* 0x96915E - Traffic is Cheap Cars&lt;br /&gt;
* 0x96915F - Traffic is Fast Cars&lt;br /&gt;
* 0x969160 - Cars can Fly&lt;br /&gt;
* 0x969161 - Huge Bunny Hop&lt;br /&gt;
* 0x969162 - ''Spawn Hydra ('''Not Tested!''')''&lt;br /&gt;
* 0x969163 - ''Spawn Vortex Hovercraft ('''Not Tested!''')''&lt;br /&gt;
* 0x969164 - Tank Mode / Smash'n Boom&lt;br /&gt;
* 0x969165 - All cars have nitro&lt;br /&gt;
* 0x969166 - Cars Float Away when hit&lt;br /&gt;
* 0x969167 - Always Midnight&lt;br /&gt;
* 0x969168 - Stop Game Clock - Orange Sky&lt;br /&gt;
* 0x969169 - Thunderstorm&lt;br /&gt;
* 0x96916A - Sandstorm&lt;br /&gt;
* 0x96916C - Mega Jump&lt;br /&gt;
* 0x96916D - Infinite Health&lt;br /&gt;
* 0x96916E - Infinite Oxygen&lt;br /&gt;
* 0x96916F - Get Parachute&lt;br /&gt;
* 0x969170 - Get Jetpack&lt;br /&gt;
* 0x969171 - Never Wanted&lt;br /&gt;
* 0x969172 - Six Star Wanted Level&lt;br /&gt;
* 0x969173 - Mega Punch&lt;br /&gt;
* 0x969174 - Never get Hungry&lt;br /&gt;
* 0x969175 - Peds Riot (Chaos Mode)&lt;br /&gt;
* 0x969176 - Funhouse Theme&lt;br /&gt;
* 0x969177 - Slower Gameplay&lt;br /&gt;
* 0x969178 - Infinite Ammo, No Reload&lt;br /&gt;
* 0x969179 - Full Weapon Aiming while driving&lt;br /&gt;
* 0x96917A - Decreased Traffic&lt;br /&gt;
* 0x96917B - Traffic is Country vehicles&lt;br /&gt;
* 0x96917C - Recruit Anyone (9mm)&lt;br /&gt;
* 0x96917D - Country Theme&lt;br /&gt;
* 0x96917E - Recruit Anyone (Rockets)&lt;br /&gt;
* 0x96917F - Max Respect&lt;br /&gt;
* 0x969180 - Max Sex Appeal&lt;br /&gt;
* 0x969181 - Max Stamina&lt;br /&gt;
* 0x969183 - Hitman in All Weapons&lt;br /&gt;
* 0x969184 - ''Spawn Hunter ('''Not Tested!''')''&lt;br /&gt;
* 0x969185 - ''Spawn Quad ('''Not Tested!''')''&lt;br /&gt;
* 0x969186 - ''Spawn Tanker Truck ('''Not Tested!''')''&lt;br /&gt;
* 0x969187 - ''Spawn Dozer ('''Not Tested!''')''&lt;br /&gt;
* 0x969188 - ''Spawn Stunt Plane ('''Not Tested!''')''&lt;br /&gt;
* 0x969189 - ''Spawn Monster ('''Not Tested!''')''&lt;br /&gt;
&lt;br /&gt;
[dword]&lt;br /&gt;
* 0x96918C - Has ever Cheated or not&lt;br /&gt;
* 0xBAA472 - Has now Cheated or not&lt;br /&gt;
* 0xB79044 - Cheated Count&lt;br /&gt;
&lt;br /&gt;
==Display Settings==&lt;br /&gt;
* 0xBA6784 - Brightness [long]&lt;br /&gt;
* 0xBA6792 - Legend [byte]&lt;br /&gt;
* 0xBA676C - Radar Mode [byte]&lt;br /&gt;
* 0xBA6769 - Hud Mode [byte]&lt;br /&gt;
* 0xBA678C - Subtitles [byte]&lt;br /&gt;
* 0xBA6830 - Store gallery photos [byte]&lt;br /&gt;
* 0xBA6788 - Draw Distance [long]&lt;br /&gt;
* 0xBA6794 - Frame limiter [byte]&lt;br /&gt;
* 0xBA6793 - Widescreen [byte]&lt;br /&gt;
* 0xA9AE54 - Visual FX Quality [byte]&lt;br /&gt;
* 0xBA680C - Mip Mapping [byte]&lt;br /&gt;
* 0xBA6814 - Antialiasing [byte] values:&lt;br /&gt;
** 1 = 0x (off)&lt;br /&gt;
** 2 = 1x&lt;br /&gt;
** 3 = 2x&lt;br /&gt;
** 4 = 3x&lt;br /&gt;
* 0xBA6820 - Resolution [byte] values:&lt;br /&gt;
** 11 = 640x480&lt;br /&gt;
** 12 = 800x400&lt;br /&gt;
** 13 = 800x600&lt;br /&gt;
** 15 = 1024x768&lt;br /&gt;
:(Depends on the graphic driver/hardware.)&lt;br /&gt;
&lt;br /&gt;
==Sound Configuration==&lt;br /&gt;
* 0xBA6798 - Radio Volume [0 through 64] [byte]&lt;br /&gt;
* 0xBA6797 - SFX Volume [0 through 64] [byte]&lt;br /&gt;
* 0xBA6799 - Radio Equalizer [byte]&lt;br /&gt;
* 0xBA6795 - Radio Auto-tune [byte]&lt;br /&gt;
* 0xBA67F8 - Usertrack/Play mode [byte] values:&lt;br /&gt;
** 0 = Radio&lt;br /&gt;
** 1 = Random&lt;br /&gt;
* 0xBA680D - Usertrack/Automatic Media Scan [byte]&lt;br /&gt;
* 0xBA679A - Radio Station ID [byte] values:&lt;br /&gt;
** 0 to 11 = Normal radio (do we know which IDs are which station?)&lt;br /&gt;
** 12 = User's MP3 tracks&lt;br /&gt;
&lt;br /&gt;
==Controller Configuration==&lt;br /&gt;
* 0xBA6818 - Controller Configuration [byte] values:&lt;br /&gt;
** 0 = Mouse+Keys&lt;br /&gt;
** 1 = Joypad&lt;br /&gt;
* 0xB6EC1C - Mouse sensivity [float] &lt;br /&gt;
* 0xC1CC02 - Steer with mouse [byte]&lt;br /&gt;
* 0xC1CC03 - Invert mouse vertically [byte]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Dynamic Memory Addresses (non-static)==&lt;br /&gt;
&lt;br /&gt;
==Pedestrians==&lt;br /&gt;
===General===&lt;br /&gt;
In most cases, you can use even the DWord of playeraddress as CPed value.&lt;br /&gt;
* CPed +0x14 - Pointer to XYZ position structure (and rotation)&lt;br /&gt;
* DWORD(CPed+0x14) +0x0 to +0x2C is the rotation matrix&lt;br /&gt;
* DWORD(CPed+0x14) +0x30 = XPos&lt;br /&gt;
* DWORD(CPed+0x14) +0x34 = YPos&lt;br /&gt;
* DWORD(CPed+0x14) +0x38 = ZPos&lt;br /&gt;
* CPed +66 (Byte) is the BP/EP/FP/DP status of the player as follows:&amp;lt;br&amp;gt;&amp;lt;i&amp;gt;Add these values, and write the sum into +66&amp;lt;/i&amp;gt;&lt;br /&gt;
** 1 = Makes Ped soft (ie. can move through walls and everything) (NOCLIP in other words)&lt;br /&gt;
** 2 = Freezes Ped (ie. ped cannot walk)&lt;br /&gt;
** 4 = Bullet-proof&lt;br /&gt;
** 8 = Flame-proof&lt;br /&gt;
** 16 = ?&lt;br /&gt;
** 32 = ?&lt;br /&gt;
** 64 = Damage-proof (from collisions etc)&lt;br /&gt;
** 128 = Explosion-proof&lt;br /&gt;
* CPed +0x530 State (dword)&lt;br /&gt;
** 0 = Leaving a car, falling down from a bike or something like this.&lt;br /&gt;
** 1 = Normal case&lt;br /&gt;
** 50 = Driving&lt;br /&gt;
** 55 = Wasted&lt;br /&gt;
** 63 = Busted&lt;br /&gt;
** 12 = Targeting (hmm problem, if I get into 12, it doesn't change back?)&lt;br /&gt;
* CPed + 0x534 = Runningstate&lt;br /&gt;
** 0 = while driving,&lt;br /&gt;
** 1 = standing still&lt;br /&gt;
** 4 = start to run&lt;br /&gt;
** 6 = running&lt;br /&gt;
** 7 = running fast (sprinting) by pressing sprint key&lt;br /&gt;
* CPed +0x540 = Health [float]&lt;br /&gt;
* CPed +0x544 = Max health [float]&lt;br /&gt;
* CPed +0x548 = Armor [float]&lt;br /&gt;
* CPed +0x558 = Z angle [float]&lt;br /&gt;
* CPed +0x58C = Last or Current Driven Car&lt;br /&gt;
* CPed +0x5A0 = Start of weapon data. Each slot has 28 bytes. (See structures: WeaponSlot)&lt;br /&gt;
* CPed +0x718 = Current weapon slot (1 byte)&lt;br /&gt;
* CPed +0x740 = Current Weapon ID (from default.dat)&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
 WeaponSlot                 // Total 28Bytes&lt;br /&gt;
  DWORD       type          // + 0&lt;br /&gt;
  DWORD       state         // + 4 (0 idle, 1 firing, 2 reloading)&lt;br /&gt;
  DWORD       AmmoInClip    // + 8&lt;br /&gt;
  DWORD       AmmoRemaining // +12&lt;br /&gt;
  FLOAT       unknown       // +16 (Hmm, increases each time you fire your weapon, 0 when weapon not active?)&lt;br /&gt;
  UNKNOWN     0..7 Bytes    // +20...+27&lt;br /&gt;
&lt;br /&gt;
 WeaponSlot.type&lt;br /&gt;
   (Slot0: No Weapon)                    (Slot2: Handguns)&lt;br /&gt;
   0 - Fist                               22 - Pistol&lt;br /&gt;
   1 - Brass Knuckles                     23 - Silenced Pistol&lt;br /&gt;
   (Slot1: Melee)                         24 - Desert Eagle&lt;br /&gt;
   2 - Golf Club --not tested             (Slot3: Shotguns)&lt;br /&gt;
   3 - Nitestick                          25 - Shotgun&lt;br /&gt;
   4 - Knife                              26 - Sawn-Off Shotgun&lt;br /&gt;
   5 - Baseball Bat                       27 - SPAS-12&lt;br /&gt;
   6 - Shovel --not tested                (Slot4: Sub-Machineguns)&lt;br /&gt;
   8 - Katana                             28 - Micro Uzi &lt;br /&gt;
   7 - Pool Cue --not tested              29 - MP5&lt;br /&gt;
   9 - Chainsaw                           32 - TEC-9&lt;br /&gt;
 -&lt;br /&gt;
   (Slot5: Machineguns)                   (Slot10: Gifts)&lt;br /&gt;
   30 - AK47                              14 - Flowers&lt;br /&gt;
   31 - M4                                (Slot9:Special1)&lt;br /&gt;
   (Slot6: Rifles)                        42 - Fire Extinguisher&lt;br /&gt;
   33 - Country Rifle                     43 - Camera &lt;br /&gt;
   34 - Sniper Rifle                      (Slot11:Special2)&lt;br /&gt;
   (Slot7: Heavy Weapons)                 44 - NV Goggles&lt;br /&gt;
   35 - Rocket Launcher                   45 - IR Goggles&lt;br /&gt;
   36 - Heat Seaking RPG                  46 - Parachute&lt;br /&gt;
   37 - Flame Thrower                     (Slot12:Detonators?)&lt;br /&gt;
   38 - Minigun                            40 - Detonator(for remote explosives)&lt;br /&gt;
   (Slot8: Projectiles)&lt;br /&gt;
   16 - Grenade&lt;br /&gt;
   18 - Molotov Cocktail&lt;br /&gt;
   39 - Remote Explosives&lt;br /&gt;
&lt;br /&gt;
==Cars==&lt;br /&gt;
* +14 contains a pointer to a Structure (84 Bytes).&lt;br /&gt;
** This structure +0x30 = XPos&lt;br /&gt;
** This structure +0x34 = YPos&lt;br /&gt;
** This structure +0x38 = ZPos&lt;br /&gt;
* +66 [Byte] Special Flags:&lt;br /&gt;
** 1 = EP&lt;br /&gt;
** 11 = N/A&lt;br /&gt;
** 111 = N/A&lt;br /&gt;
** 1111 = DP&lt;br /&gt;
** 11111 = FP&lt;br /&gt;
** 111111 = BP&lt;br /&gt;
** 1111111 = N/A&lt;br /&gt;
** 11111111 = N/A&lt;br /&gt;
* +68 [Float] X (East-West) speed&lt;br /&gt;
* +72 [Float] Y (North-South) speed&lt;br /&gt;
* +76 [Float] Z (Up-Down) speed&lt;br /&gt;
* +80 [Float] X (NS) Spin&lt;br /&gt;
* +84 [Float] Y (EW) Spin&lt;br /&gt;
* +88 [Float] Z (NW) Spin&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Spin angles are known to be incorrect.  To get the correct rotation, use every fourth float (starting with the 0th) in the vehicle object's rotation matrix until the 36th float value. This will give you a list of 9 floats, whose meanings are:&lt;br /&gt;
# XA&lt;br /&gt;
# XB&lt;br /&gt;
# XC&lt;br /&gt;
# YA&lt;br /&gt;
# YB&lt;br /&gt;
# YC&lt;br /&gt;
# ZA&lt;br /&gt;
# ZB&lt;br /&gt;
# ZC&lt;br /&gt;
&lt;br /&gt;
These are the rotations on all the [http://en.wikipedia.org/wiki/Axes Axes] you'll need.&lt;br /&gt;
&lt;br /&gt;
(Car addresses continued:)&lt;br /&gt;
* +140 [Float] Mass (kg) from handling.cfg&lt;br /&gt;
* +144 [Float] Turn Mass from handling.cfg&lt;br /&gt;
* +148 [Float] Grip Divider (NaodW29-math58f2e36051deadf0000000010.1 = 10 x gGrip / 1 = 1 x gGrip / 100 = g / 100Grip&amp;lt;/math&amp;gt;)&lt;br /&gt;
* +152 [Float] Mass-to-Grip Multiplier. Ie. G Force when flying/during suspension/driving (acceleration towards ground)&lt;br /&gt;
* +160 [Float] Normalized Grip Level&lt;br /&gt;
* +164 [Float] CoM X&lt;br /&gt;
* +168 [Float] CoM Y&lt;br /&gt;
* +172 [Float] CoM Z&lt;br /&gt;
* +1076 [Byte] Body Color (as in carcolors.dat, black being the 0)&lt;br /&gt;
* +1077 [Byte] Stripe Color (as in carcolors.dat, black being the 0)&lt;br /&gt;
* +1080 [DWord] modding data as in garage info&lt;br /&gt;
* +1084 [DWord] modding data as in garage info&lt;br /&gt;
* +1088 [DWord] modding data as in garage info&lt;br /&gt;
* +1092 [DWord] modding data as in garage info&lt;br /&gt;
* +1096 [DWord] modding data as in garage info&lt;br /&gt;
* +1100 [DWord] modding data as in garage info&lt;br /&gt;
* +1104 [DWord] modding data as in garage info&lt;br /&gt;
* +1108 [DWord] modding data as in garage info&lt;br /&gt;
* +1112 [Float] Car Wheel Size from vehicle.ide&lt;br /&gt;
* +1116 [DWord] Siren Time Left ms&lt;br /&gt;
* +1120 [DWord] Pointer to driver&lt;br /&gt;
* +1124 [DWord] Pointer to passenger&lt;br /&gt;
* +1172 [Float] Steer angle 1&lt;br /&gt;
* +1176 [Float] Steer angle 2&lt;br /&gt;
* +1180 [Float] Gas pedal&lt;br /&gt;
* +1184 [Float] Break pedal&lt;br /&gt;
* +1216 [Float] Health / Car Damage Left (1000: undamaged)&lt;br /&gt;
* +1272 [Dword] Car Door Locked State (1:open 2:locked)&lt;br /&gt;
* +1444 [Byte] Car Wheels Shot: (.1.1.1..=NA/RF/NA/LB/NA/LF/NA/NA) RF:RightFrontWheel 1:shot, 0:OK&lt;br /&gt;
&lt;br /&gt;
Following offsets are Floats, as positions of doors and other car parts that gets detached by damage. We need to recalculate and set their locations if we warp a car from one location to another. Otherwise the car spins uncontrollably:&lt;br /&gt;
* +1828 Detachables1 Pos X&lt;br /&gt;
* +1832 Detachables1 Pos Y&lt;br /&gt;
* +1836 Detachables1 Pos Z&lt;br /&gt;
* +1872 Detachables2 Pos X&lt;br /&gt;
* +1876 Detachables2 Pos Y&lt;br /&gt;
* +1880 Detachables2 Pos Z&lt;br /&gt;
* +1916 Detachables3 Pos X&lt;br /&gt;
* +1920 Detachables3 Pos Y&lt;br /&gt;
* +1924 Detachables3 Pos Z&lt;br /&gt;
* +1960 Detachables4 Pos X&lt;br /&gt;
* +1964 Detachables4 Pos Y&lt;br /&gt;
* +1968 Detachables4 Pos Z&lt;br /&gt;
&lt;br /&gt;
The locations of the detachable objects are different for cars and bikes.  This is merely because bike object is actually smaller than the car object.  The car object is used for all vehicles (including heli) but the bikes.&lt;br /&gt;
&lt;br /&gt;
Offsets for Detachables:&lt;br /&gt;
* +1532 BikeDetachPosAdr(0)&lt;br /&gt;
* +1632 BikeDetachPosAdr(1)&lt;br /&gt;
* +1676 BikeDetachPosAdr(2)&lt;br /&gt;
* +1720 BikeDetachPosAdr(3)&lt;br /&gt;
* +1764 BikeDetachPosAdr(4)&lt;br /&gt;
&lt;br /&gt;
* +1828 CarDetachPosAdr(0)&lt;br /&gt;
* +1872 CarDetachPosAdr(1)&lt;br /&gt;
* +1916 CarDetachPosAdr(2)&lt;br /&gt;
* +1960 CarDetachPosAdr(3)&lt;br /&gt;
&lt;br /&gt;
The trailer of the tanker is handled the same way as the vehicles. Its pointer gets set at offset:&lt;br /&gt;
* +0x4C8&lt;br /&gt;
To the car object start. When warping vehicles that has trailer, we need to warp this 'vehicle' as well.&lt;br /&gt;
The same pointer is used also when you are towing other vehicles as well.&lt;br /&gt;
&lt;br /&gt;
==Garages and Parking==&lt;br /&gt;
There are 50 Garages in the game. Each garage has:-&lt;br /&gt;
* Position&lt;br /&gt;
* Details&lt;br /&gt;
* Usage information&lt;br /&gt;
* Location in game&lt;br /&gt;
* Location of door&lt;br /&gt;
* Width&lt;br /&gt;
* Depth&lt;br /&gt;
* Height&lt;br /&gt;
* Direction it looks&lt;br /&gt;
* Coordinates of lower left corner&lt;br /&gt;
* Coordinates of upper right corner,&lt;br /&gt;
* Usable by the player&lt;br /&gt;
* Which property (safe house) it belongs&lt;br /&gt;
* Number of vehicles which can be parked inside&lt;br /&gt;
* The door state (closed, opening, open and closing)&lt;br /&gt;
&lt;br /&gt;
These are found in the garage object of 212 bytes. The memory locations where the garages start are:&lt;br /&gt;
* 0x96C048 (start of first garage)&lt;br /&gt;
* +0xD4 (offset for second garage - offset this much again for third garage, again for fourth, etc.)&lt;br /&gt;
* 0x96C120 (start of final garage)&lt;br /&gt;
&lt;br /&gt;
(Tested using non-patched original v1.0 German EXE with English language option selected, and original SCM file.)&lt;br /&gt;
&lt;br /&gt;
Here is the known garage offsets:&lt;br /&gt;
*  0 [Float] X Coord of the Garage Lower Left corner&lt;br /&gt;
*  4 [Float] Y Coord of the Garage Lower Left corner&lt;br /&gt;
*  8 [Float] Z Coord of the Garage Lower Left corner&lt;br /&gt;
* 12 [Float] X Value of direction vector 1&lt;br /&gt;
* 16 [Float] Y Value of direction vector 1&lt;br /&gt;
* 20 [Float] X Value of direction vector 2&lt;br /&gt;
* 24 [Float] Y Value of direction vector 2&lt;br /&gt;
* 28 [Float] Top Z Coord. of the garage&lt;br /&gt;
* 32 [Float] Normalized Width of the garage&lt;br /&gt;
* 36 [Float] Normalized Depth of the garage&lt;br /&gt;
* 40 [Float] Left Border (X) corrdinate&lt;br /&gt;
* 44 [Float] Right Border (X) corrdinate&lt;br /&gt;
* 48 [Float] Front Border (Y) corrdinate&lt;br /&gt;
* 52 [Float] Back Border (Y) corrdinate&lt;br /&gt;
* 77 [Byte] Garage Door State values:&lt;br /&gt;
** 0 = Closed&lt;br /&gt;
** 1 = Open&lt;br /&gt;
** 2 = Opening&lt;br /&gt;
** 3 = Closing &lt;br /&gt;
&lt;br /&gt;
The direction vector 3 is completely left out, I think because the garages are always even to the ground.  I think that is also why the Z values of the direction vectors are also left-out.&lt;br /&gt;
&lt;br /&gt;
Here are the static Adresses of the Garage Blocks, and to which garage they belong:&lt;br /&gt;
* 0x96C048   Commerce Region, Loading Bay Garage&lt;br /&gt;
* 0x96C120   Unknown Garage&lt;br /&gt;
* 0x96C1F8   Unknown Garage near El Corona&lt;br /&gt;
* 0x96C2D0   Eight Ball Autos near El Corona&lt;br /&gt;
* 0x96C3A8   Unknown Garage near El Corona&lt;br /&gt;
* 0x96C480   Player Garage: El Corona&lt;br /&gt;
* 0x96C558   Unknown Garage near Playe del Seville&lt;br /&gt;
* 0x96C630   LowRider Tuning Garage in Willowfield&lt;br /&gt;
* 0x96C708   Pay 'n' Spray in Idlewood&lt;br /&gt;
* 0x96C7E0   Player Garage: Johnson House&lt;br /&gt;
* 0x96C8B8   Pay 'n' Spray in Temple&lt;br /&gt;
* 0x96C990   Transfender in Temple&lt;br /&gt;
* 0x96CA68   Pay 'n' Spray in Santa Maria Beach&lt;br /&gt;
* 0x96CB40   Player Garage: Santa Maria Beach&lt;br /&gt;
* 0x96CC18   Player Garage: Mulholland&lt;br /&gt;
* 0x96CCF0   Wheel Archangels in Ocean Flats&lt;br /&gt;
* 0x96CDC8   Unknown Garage in Ocean Flats&lt;br /&gt;
* 0x96CEA0   Player Garage: Hashbury&lt;br /&gt;
* 0x96CF78   Transfender near Wang Cars in Doherty&lt;br /&gt;
* 0x96D050   Pay 'n' Spray near Wang Cars in Doherty&lt;br /&gt;
* 0x96D128   Unknown Garage, Loading Bay near Doherty&lt;br /&gt;
* 0x96D200   Player Garage: Doherty&lt;br /&gt;
* 0x96D2D8   Unknown Garage in Doherty&lt;br /&gt;
* 0x96D3B0   Unknown Garage in Chinatown&lt;br /&gt;
* 0x96D488   Michelles Pay 'n' Spray in Downtown&lt;br /&gt;
* 0x96D560   Player Garage: Calton Heights&lt;br /&gt;
* 0x96D638   Police Garage in DownTown&lt;br /&gt;
* 0x96D710   Pay 'n' Spray in Juniper Hollow&lt;br /&gt;
* 0x96D7E8   Player Garage: Paradiso&lt;br /&gt;
* 0x96D8C0   Unknown Garage near Emerald Isle&lt;br /&gt;
* 0x96D998   Airport Plane Garage in Las Venturas&lt;br /&gt;
* 0x96DA70   Unknown Garage near Camel's Toe&lt;br /&gt;
* 0x96DB48   Pay 'n' Spray near Royal Casino&lt;br /&gt;
* 0x96DC20   Transfender in come-a-lot&lt;br /&gt;
* 0x96DCF8   Player Garage: Rockshore West&lt;br /&gt;
* 0x96DDD0   Welding Wedding Bomb-workshop in Emerald Isle&lt;br /&gt;
* 0x96DEA8   Pay 'n' Spray in Redsands East&lt;br /&gt;
* 0x96DF80   Player Garage: Redland West&lt;br /&gt;
* 0x96E058   Player Garage: Prickle Pine&lt;br /&gt;
* 0x96E130   Player Garage: Whitewood Estates&lt;br /&gt;
* 0x96E208   Pay 'n' Spray in El Quebrados&lt;br /&gt;
* 0x96E2E0   Pay 'n' Spray in Fort Carson&lt;br /&gt;
* 0x96E3B8   Player Garage: Fort Carson&lt;br /&gt;
* 0x96E490   Player Garage: Derdant Meadows&lt;br /&gt;
* 0x96E568   Unknown Garage in Bone County&lt;br /&gt;
* 0x96E640   Airport Garage in Verdant Meadows&lt;br /&gt;
* 0x96E718   Unknown Garage in Angel Pine&lt;br /&gt;
* 0x96E7F0   Pay 'n' Spray in Dillimore&lt;br /&gt;
* 0x96E8C8   Player Garage: Palomino Creek&lt;br /&gt;
* 0x96E9A0   Player Garage: Dillimore &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
The following addresses have been found:&lt;br /&gt;
* Base address 0xBA6748&lt;br /&gt;
* +0x15D - [Byte] Current Menu ID&lt;br /&gt;
* +0x78D - [Byte] Show menu item hover&lt;br /&gt;
* +0x54 - [DWORD Selected menu item&lt;br /&gt;
&lt;br /&gt;
* +0xE9 - [Byte] Main menu switch (startup menu/menu when playing)&lt;br /&gt;
* +0x84 - [DWord language&lt;br /&gt;
* +0x15F - [Byte] selected savegame&lt;br /&gt;
* +0x24 - [DWORD radar mode&lt;br /&gt;
&lt;br /&gt;
* +0x64 - [Float] map zoom&lt;br /&gt;
* +0x68 - [Float] map x position&lt;br /&gt;
* +0x6C - [Float] map y position&lt;br /&gt;
&lt;br /&gt;
* +0x5C - [Byte] Player in menu?&lt;br /&gt;
&lt;br /&gt;
== SCM related ==&lt;br /&gt;
*0xA49960 = start of scm block&lt;br /&gt;
*0x464080 = GetOpcodeParameters()&lt;br /&gt;
*0xA43C78 = Where the routine above stores opcode parameters values. Max 16 paramters for an opcode it seems.&lt;br /&gt;
&lt;br /&gt;
= Weather Codes=&lt;br /&gt;
0xC8131C = [DWord] Weather&lt;br /&gt;
&lt;br /&gt;
*Weather Values:&lt;br /&gt;
* 0 to 7 = different versions of blue skies/clouds&lt;br /&gt;
* 08 = stormy&lt;br /&gt;
* 09 = cloudy and foggy&lt;br /&gt;
* 10 = clear blue sky (falls into 0-7 category)&lt;br /&gt;
* 11 = scorching hot (Los Santos heat waves)&lt;br /&gt;
* 12 to 15 = very dull, colorless, hazy&lt;br /&gt;
* 16 = dull, cloudy, rainy&lt;br /&gt;
* 17 to 18 = scorching hot&lt;br /&gt;
* 19 = sandstorm&lt;br /&gt;
* 20 = foggy/greenish&lt;br /&gt;
* 21 = very dark, gradiented skyline, purple&lt;br /&gt;
* 22 = very dark, gradiented skyline, green&lt;br /&gt;
* 23 to 26 = variations of pale orange&lt;br /&gt;
* 27 to 29 = variations of fresh blue&lt;br /&gt;
* 30 to 32 = variations of dark, cloudy, teal&lt;br /&gt;
* 33 = dark, cloudy, brown&lt;br /&gt;
* 34 = blue/purple, regular&lt;br /&gt;
* 35 = dull brown&lt;br /&gt;
* 36 to 38 = bright, foggy, orange&lt;br /&gt;
* 39 = extremely bright&lt;br /&gt;
* 40 to 42 = blue/purple cloudy&lt;br /&gt;
* 43 = dark toxic clouds&lt;br /&gt;
* 44 = black/white sky&lt;br /&gt;
* 45 = black/purple sky&lt;br /&gt;
&lt;br /&gt;
'''Warning: Setting these values to anything higher will result in things like black screen, flickering, really red, etc).'''&lt;br /&gt;
&lt;br /&gt;
= Dependencies=&lt;br /&gt;
* Car ptr = player ptr when on foot. &lt;br /&gt;
['''Note''': This depends on which address for the pointer is being used, if the car pointer appears to be the same as the player pointer on foot, then you may be using a camera-related target pointer.]&lt;br /&gt;
* CPed block size = 0x7C4 bytes.&lt;br /&gt;
* CVehicle block size = 0x0A18 bytes.&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
* [http://www.gtaconnection.net/files/modelingman/safunctions.txt Modelingman]&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=194199 GTASA Memory Addresses] - a topic on GTAForums.&lt;br /&gt;
&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Function_Memory_Addresses_(SA)&amp;diff=588</id>
		<title>Function Memory Addresses (SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Function_Memory_Addresses_(SA)&amp;diff=588"/>
		<updated>2005-12-13T20:41:05Z</updated>

		<summary type="html">&lt;p&gt;Luke: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Scripts=&lt;br /&gt;
* 00486720 : CTheScripts::ReadObjectNamesFromScript((void)) &lt;br /&gt;
* 00486780 : CTheScripts::UpdateObjectIndices((void)) &lt;br /&gt;
* 00464080 : CRunningScript::CollectParameters((uint *,short)) (GetOpcodeParameters)&lt;br /&gt;
* 00469F00 : CRunningScript_ProcessOneCommand&lt;br /&gt;
* 00A43C78 : Where the routine above stores opcode parameters values. Max 16 paramters for an opcode it seems.&lt;br /&gt;
* 00464370 : StoreOpcodeResult() - for opcodes that return a value in a variable parameter, copies the return value from 0xA43C78 to the variable. A complementary function to GetOpcodeParameters().&lt;br /&gt;
 &lt;br /&gt;
=Filemanagement=&lt;br /&gt;
* 004AB260 : CFileMgr::CloseFile((int)) &lt;br /&gt;
* 005389D0 : CFileMgr::CloseFile((int)) &lt;br /&gt;
* 004AB240 : CFileMgr::OpenFile((char const *)) &lt;br /&gt;
* 00538900 : CFileMgr::OpenFile((char const *)) &lt;br /&gt;
* 00538950 : CFileMgr::Read((int,char *,int)) &lt;br /&gt;
* 005387D0 : CFileMgr::SetDir((char const *))&lt;br /&gt;
&lt;br /&gt;
=Data Pools (data arrays for storing entities)=&lt;br /&gt;
* 00550F10 : CPools::Initialise((void)) &lt;br /&gt;
* 005519F0 : CPools::ShutDown((void)) &lt;br /&gt;
&lt;br /&gt;
* 00550570 : CPool_CBuilding_CBuilding::CPool_CBuilding_CBuilding((int)) &lt;br /&gt;
* 005507C0 : CPool_CColModel_CColModel::CPool_CColModel_CColModel((int)) &lt;br /&gt;
* 005506F0 : CPool_CDummy_CDummyPed::CPool_CDummy_CDummyPed((int)) &lt;br /&gt;
* 00550320 : CPool_CEntryInfoNode_CEntryInfoNode::CPool_CEntryInfoNode_CEntryInfoNode((int)) &lt;br /&gt;
* 00550960 : CPool_CEvent_CEvent::CPool_CEvent_CEvent((int)) &lt;br /&gt;
* 00550BD0 : CPool_CNodeRoute_CNodeRoute::CPool_CNodeRoute_CNodeRoute((int)) &lt;br /&gt;
* 00550640 : CPool_CObject_CObject::CPool_CObject_CObject((int)) &lt;br /&gt;
* 00550B00 : CPool_CPatrolRoute_CPatrolRoute::CPool_CPatrolRoute_CPatrolRoute((int)) &lt;br /&gt;
* 00550E40 : CPool_CPedAttractors_CPedAttractors::CPool_CPedAttractors_CPedAttractors((int)) &lt;br /&gt;
* 00550D70 : CPool_CPedIntelligence_CPedIntelligence::CPool_CPedIntelligence_CPedIntelligence((int)) &lt;br /&gt;
* 005503F0 : CPool_CPed_CPlayerPed::CPool_CPed_CPlayerPed((int)) &lt;br /&gt;
* 00550A30 : CPool_CPointRoute_CPointRoute::CPool_CPointRoute_CPointRoute((int)) &lt;br /&gt;
* 00550250 : CPool_CPtrNodeDouble_CPtrNodeDouble::CPool_CPtrNodeDouble_CPtrNodeDouble((int)) &lt;br /&gt;
* 00550180 : CPool_CPtrNodeSingle_CPtrNodeSingle::CPool_CPtrNodeSingle_CPtrNodeSingle((int)) &lt;br /&gt;
* 00550CA0 : CPool_CTaskAllocator_CTaskAllocator::CPool_CTaskAllocator_CTaskAllocator((int)) &lt;br /&gt;
* 00550890 : CPool_CTask_CTask::CPool_CTask_CTask((int)) &lt;br /&gt;
* 005504C0 : CPool_CVehicle_CAutomobile::CPool_CVehicle_CAutomobile((int)) &lt;br /&gt;
&lt;br /&gt;
=No Category yet=&lt;br /&gt;
* 004CE090 : CAnimBlendAssocGroup::GetAnimation((uint)) &lt;br /&gt;
* 00735FD0 : CBulletInfo::Initialise((void)) &lt;br /&gt;
* 00736A40 : CExplosion::Initialise((void)) &lt;br /&gt;
* 00737B40 : CProjectileInfo::Initialise((void)) &lt;br /&gt;
* 007170C0 : CRGBA::CRGBA((uchar,uchar,uchar,uchar)) &lt;br /&gt;
* 00739B60 : CShotInfo::Initialise((void)) &lt;br /&gt;
* 0073A300 : CWeapon::InitialiseWeapons((void)) &lt;br /&gt;
* 005BF750 : CWeaponInfo::Initialise((void))&lt;br /&gt;
&lt;br /&gt;
* 0053BC80 : LoadGame(char* fileName), initializes all data structures and loads fileName (which is gta.dat).&lt;br /&gt;
* 005B9030 : LoadMapDefinitionFile(char* fileName), parses and loads dat-files, such as default.dat and gta.dat.&lt;br /&gt;
* 00550F10 : AllocatePools(), allocates stuff which LimitAdjuster modifies, such as Peds and Buildings.&lt;br /&gt;
* 0082119A : malloc(size_t size)&lt;br /&gt;
* 00438480 : Looks like cheat processor&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Luke</name></author>
		
	</entry>
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