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	<id>https://gtamods.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Swoorup</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=Swoorup"/>
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	<updated>2026-04-09T04:34:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=14910</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=14910"/>
		<updated>2015-09-12T04:14:50Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection&lt;br /&gt;
| game        = [[GTA VC]]&lt;br /&gt;
| description = Used to define paths for traffic&lt;br /&gt;
}}&lt;br /&gt;
'''PATH''' is a section in the [[item placement]] file. It is used to define paths for traffic. Paths are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow-x: auto;&amp;quot;&amp;gt;&lt;br /&gt;
path&lt;br /&gt;
GroupType, -1&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable center-col-1 center-col-2&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 3em;&amp;quot;| {{Icon|VC}}&lt;br /&gt;
! style=&amp;quot;width: 12em;&amp;quot;| Identifier&lt;br /&gt;
! style=&amp;quot;width: 6em;&amp;quot; | Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| A || GroupType || integer ||&lt;br /&gt;
* ''0'' = Pedestrian traffic&lt;br /&gt;
* ''1'' = Road traffic&lt;br /&gt;
* ''2'' = Water traffic&lt;br /&gt;
|-&lt;br /&gt;
| B || -1 || integer || always ''-1'', used as a delimiter&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Node&lt;br /&gt;
|-&lt;br /&gt;
| A || NodeType || integer ||&lt;br /&gt;
* ''0'' = Null&lt;br /&gt;
* ''1'' = External&lt;br /&gt;
* ''2'' = Internal&lt;br /&gt;
|-&lt;br /&gt;
| B || NextNode || integer ||&lt;br /&gt;
* ''-1'' = Do not link to any other node in this group&lt;br /&gt;
* ''0'' to ''11'' = Link to this node number in this group&lt;br /&gt;
|-&lt;br /&gt;
| C || IsCrossRoad || integer || Boolean determining if there is a cross road in the imaginary line joined by two nodes&lt;br /&gt;
|-&lt;br /&gt;
| D,E,F || X, Y, Z || float[3] || X, Y, Z coordinates of the node * 16&lt;br /&gt;
|-&lt;br /&gt;
| G || Median || float ||&lt;br /&gt;
* Pedestrian traffic: width of walkway&lt;br /&gt;
* Road traffic: width of divider between left and right lanes.&lt;br /&gt;
|-&lt;br /&gt;
| H || LeftLanes || integer || Number of lanes left of the node. This is ignored for internal nodes&lt;br /&gt;
|-&lt;br /&gt;
| I || RightLanes || integer || Number of lanes right of the node. This is ignored for internal nodes&lt;br /&gt;
|-&lt;br /&gt;
| J || SpeedLimit || integer || Sets the speed of vehicles traveling through the path&lt;br /&gt;
* ''0'' = Slow&lt;br /&gt;
* ''1'' = Medium&lt;br /&gt;
* ''2'' = Fast&lt;br /&gt;
|-&lt;br /&gt;
| K || Flags || integer || General node behavior&lt;br /&gt;
* ''0'' = No flags&lt;br /&gt;
* ''1'' = Ignored by traffic&lt;br /&gt;
* ''2'' = Police roadblock (only for road traffic node)&lt;br /&gt;
* ''4'' = Restricted node&lt;br /&gt;
* ''8'' = No effect, may be used by water traffic to increase maneuverability&lt;br /&gt;
|-&lt;br /&gt;
| L || SpawnRate || float || Spawn rate frequency ranging from ''0.0'' to ''1.0''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Consider a small segment of the line in vehicle paths node. The group has to be defined and then there must be 12 nodes inside it. If the total number of internal and external nodes in a group is not 12, then the remaining should be filled with null nodes. &lt;br /&gt;
&lt;br /&gt;
The internal nodes define the connections inside the group whereas the external nodes define the connections to other group. External nodes in a group are connected to other external nodes in different group external sub-nodes by having the same coordinates. &lt;br /&gt;
&lt;br /&gt;
Spawns are always made in internal nodes, and external nodes only act as a link. For vehicles, lane information and the median width inside internal nodes are ignored, those information are only retrieved from external nodes. And also for vehicles, junctions are always kept in a separate group and external nodes of the group must always point to beginning of a connected line segment, whereas pedestrian nodes can mix the two.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 4 paths group in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=14909</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=14909"/>
		<updated>2015-09-11T23:12:10Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection&lt;br /&gt;
| game        = [[GTA VC]]&lt;br /&gt;
| description = Used to define paths for traffic&lt;br /&gt;
}}&lt;br /&gt;
'''PATH''' is a section in the [[item placement]] file. It is used to define paths for traffic. Paths are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow-x: auto;&amp;quot;&amp;gt;&lt;br /&gt;
path&lt;br /&gt;
GroupType, -1&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable center-col-1 center-col-2&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 3em;&amp;quot;| {{Icon|VC}}&lt;br /&gt;
! style=&amp;quot;width: 12em;&amp;quot;| Identifier&lt;br /&gt;
! style=&amp;quot;width: 6em;&amp;quot; | Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| A || GroupType || integer ||&lt;br /&gt;
* ''0'' = Pedestrian traffic&lt;br /&gt;
* ''1'' = Road traffic&lt;br /&gt;
* ''2'' = Water traffic&lt;br /&gt;
|-&lt;br /&gt;
| B || -1 || integer || always ''-1'', used as a delimiter&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Node&lt;br /&gt;
|-&lt;br /&gt;
| A || NodeType || integer ||&lt;br /&gt;
* ''0'' = Null&lt;br /&gt;
* ''1'' = External&lt;br /&gt;
* ''2'' = Internal&lt;br /&gt;
|-&lt;br /&gt;
| B || NextNode || integer ||&lt;br /&gt;
* ''-1'' = Do not link to any other node in this group&lt;br /&gt;
* ''0'' to ''11'' = Link to this node number in this group&lt;br /&gt;
|-&lt;br /&gt;
| C || IsCrossRoad || integer || Boolean determining if there is a cross road in the imaginary line joined by two nodes&lt;br /&gt;
|-&lt;br /&gt;
| D,E,F || X, Y, Z || float[3] || X, Y, Z coordinates of the node * 16&lt;br /&gt;
|-&lt;br /&gt;
| G || Median || float ||&lt;br /&gt;
* Pedestrian traffic: width of walkway&lt;br /&gt;
* Road traffic: width of divider between left and right lanes. This is ignored for internal nodes&lt;br /&gt;
|-&lt;br /&gt;
| H || LeftLanes || integer || Number of lanes left of the node. This is ignored for internal nodes&lt;br /&gt;
|-&lt;br /&gt;
| I || RightLanes || integer || Number of lanes right of the node. This is ignored for internal nodes&lt;br /&gt;
|-&lt;br /&gt;
| J || SpeedLimit || integer || Sets the speed of vehicles traveling through the path&lt;br /&gt;
* ''0'' = Slow&lt;br /&gt;
* ''1'' = Medium&lt;br /&gt;
* ''2'' = Fast&lt;br /&gt;
|-&lt;br /&gt;
| K || Flags || integer || General node behavior&lt;br /&gt;
* ''0'' = No flags&lt;br /&gt;
* ''1'' = Ignored by traffic&lt;br /&gt;
* ''2'' = Police roadblock (only for road traffic node)&lt;br /&gt;
* ''4'' = Restricted node&lt;br /&gt;
* ''8'' = No effect, may be used by water traffic to increase maneuverability&lt;br /&gt;
|-&lt;br /&gt;
| L || SpawnRate || float || Spawn rate frequency ranging from ''0.0'' to ''1.0''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Consider a small segment of the line in vehicle paths node. The group has to be defined and then there must be 12 nodes inside it. If the total number of internal and external nodes in a group is not 12, then the remaining should be filled with null nodes. &lt;br /&gt;
&lt;br /&gt;
The internal nodes define the connections inside the group whereas the external nodes define the connections to other group. External nodes in a group are connected to other external nodes in different group external sub-nodes by having the same coordinates. &lt;br /&gt;
&lt;br /&gt;
Spawns are always made in internal nodes, and external nodes only act as a link. For vehicles, lane information and the median width inside internal nodes are ignored, those information are only retrieved from external nodes. And also for vehicles, junctions are always kept in a separate group and external nodes of the group must always point to beginning of a connected line segment, whereas pedestrian nodes can mix the two.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 4 paths group in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=14908</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=14908"/>
		<updated>2015-09-11T23:11:04Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection&lt;br /&gt;
| game        = [[GTA VC]]&lt;br /&gt;
| description = Used to define paths for traffic&lt;br /&gt;
}}&lt;br /&gt;
'''PATH''' is a section in the [[item placement]] file. It is used to define paths for traffic. Paths are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow-x: auto;&amp;quot;&amp;gt;&lt;br /&gt;
path&lt;br /&gt;
GroupType, -1&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable center-col-1 center-col-2&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 3em;&amp;quot;| {{Icon|VC}}&lt;br /&gt;
! style=&amp;quot;width: 12em;&amp;quot;| Identifier&lt;br /&gt;
! style=&amp;quot;width: 6em;&amp;quot; | Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| A || GroupType || integer ||&lt;br /&gt;
* ''0'' = Pedestrian traffic&lt;br /&gt;
* ''1'' = Road traffic&lt;br /&gt;
* ''2'' = Water traffic&lt;br /&gt;
|-&lt;br /&gt;
| B || -1 || integer || always ''-1'', used as a delimiter&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Node&lt;br /&gt;
|-&lt;br /&gt;
| A || NodeType || integer ||&lt;br /&gt;
* ''0'' = Null&lt;br /&gt;
* ''1'' = External&lt;br /&gt;
* ''2'' = Internal&lt;br /&gt;
|-&lt;br /&gt;
| B || NextNode || integer ||&lt;br /&gt;
* ''-1'' = Do not link to any other node in this group&lt;br /&gt;
* ''0'' to ''11'' = Link to this node number in this group&lt;br /&gt;
|-&lt;br /&gt;
| C || IsCrossRoad || integer || Boolean determining if there is a cross road in the imaginary line joined by two nodes&lt;br /&gt;
|-&lt;br /&gt;
| D,E,F || X, Y, Z || float[3] || X, Y, Z coordinates of the node * 16&lt;br /&gt;
|-&lt;br /&gt;
| G || Median || float ||&lt;br /&gt;
* Pedestrian traffic: width of walkway&lt;br /&gt;
* Road traffic: width of divider between left and right lanes&lt;br /&gt;
|-&lt;br /&gt;
| H || LeftLanes || integer || Number of lanes left of the node&lt;br /&gt;
|-&lt;br /&gt;
| I || RightLanes || integer || Number of lanes right of the node&lt;br /&gt;
|-&lt;br /&gt;
| J || SpeedLimit || integer || Sets the speed of vehicles traveling through the path&lt;br /&gt;
* ''0'' = Slow&lt;br /&gt;
* ''1'' = Medium&lt;br /&gt;
* ''2'' = Fast&lt;br /&gt;
|-&lt;br /&gt;
| K || Flags || integer || General node behavior&lt;br /&gt;
* ''0'' = No flags&lt;br /&gt;
* ''1'' = Ignored by traffic&lt;br /&gt;
* ''2'' = Police roadblock (only for road traffic node)&lt;br /&gt;
* ''4'' = Restricted node&lt;br /&gt;
* ''8'' = No effect, may be used by water traffic to increase maneuverability&lt;br /&gt;
|-&lt;br /&gt;
| L || SpawnRate || float || Spawn rate frequency ranging from ''0.0'' to ''1.0''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Consider a small segment of the line in vehicle paths node. The group has to be defined and then there must be 12 nodes inside it. If the total number of internal and external nodes in a group is not 12, then the remaining should be filled with null nodes. &lt;br /&gt;
&lt;br /&gt;
The internal nodes define the connections inside the group whereas the external nodes define the connections to other group. External nodes in a group are connected to other external nodes in different group external sub-nodes by having the same coordinates. &lt;br /&gt;
&lt;br /&gt;
Spawns are always made in internal nodes, and external nodes only act as a link. For vehicles, lane information and the median width inside internal nodes are ignored, those information are only retrieved from external nodes. And also for vehicles, junctions are always kept in a separate group and external nodes of the group must always point to beginning of a connected line segment, whereas pedestrian nodes can mix the two.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 4 paths group in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=14907</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=14907"/>
		<updated>2015-09-11T23:08:40Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection&lt;br /&gt;
| game        = [[GTA VC]]&lt;br /&gt;
| description = Used to define paths for traffic&lt;br /&gt;
}}&lt;br /&gt;
'''PATH''' is a section in the [[item placement]] file. It is used to define paths for traffic. Paths are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&amp;lt;pre&amp;lt;includeonly&amp;gt;&amp;lt;/includeonly&amp;gt; style=&amp;quot;overflow-x: auto;&amp;quot;&amp;gt;&lt;br /&gt;
path&lt;br /&gt;
GroupType, -1&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
	NodeType, NextNode, IsCrossRoad, X, Y, Z, Median, LeftLanes, RightLanes, SpeedLimit, Flags, SpawnRate&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable center-col-1 center-col-2&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 3em;&amp;quot;| {{Icon|VC}}&lt;br /&gt;
! style=&amp;quot;width: 12em;&amp;quot;| Identifier&lt;br /&gt;
! style=&amp;quot;width: 6em;&amp;quot; | Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| A || GroupType || integer ||&lt;br /&gt;
* ''0'' = Pedestrian traffic&lt;br /&gt;
* ''1'' = Road traffic&lt;br /&gt;
* ''2'' = Water traffic&lt;br /&gt;
|-&lt;br /&gt;
| B || -1 || integer || always ''-1'', used as a delimiter&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Node&lt;br /&gt;
|-&lt;br /&gt;
| A || NodeType || integer ||&lt;br /&gt;
* ''0'' = Null&lt;br /&gt;
* ''1'' = External&lt;br /&gt;
* ''2'' = Internal&lt;br /&gt;
|-&lt;br /&gt;
| B || NextNode || integer ||&lt;br /&gt;
* ''-1'' = Do not link to any other node in this group&lt;br /&gt;
* ''0'' to ''11'' = Link to this node number in this group&lt;br /&gt;
|-&lt;br /&gt;
| C || IsCrossRoad || integer || Boolean determining if there is a cross road in the imaginary line joined by two nodes&lt;br /&gt;
|-&lt;br /&gt;
| D,E,F || X, Y, Z || float[3] || X, Y, Z coordinates of the node * 16&lt;br /&gt;
|-&lt;br /&gt;
| G || Median || float ||&lt;br /&gt;
* Pedestrian traffic: width of walkway&lt;br /&gt;
* Road traffic: width of divider between left and right lanes&lt;br /&gt;
|-&lt;br /&gt;
| H || LeftLanes || integer || Number of lanes left of the node&lt;br /&gt;
|-&lt;br /&gt;
| I || RightLanes || integer || Number of lanes right of the node&lt;br /&gt;
|-&lt;br /&gt;
| J || SpeedLimit || integer || Sets the speed of vehicles traveling through the path&lt;br /&gt;
* ''0'' = Slow&lt;br /&gt;
* ''1'' = Medium&lt;br /&gt;
* ''2'' = Fast&lt;br /&gt;
|-&lt;br /&gt;
| K || Flags || integer || General node behavior&lt;br /&gt;
* ''0'' = No flags&lt;br /&gt;
* ''1'' = Ignored by traffic&lt;br /&gt;
* ''2'' = Police roadblock (only for road traffic node)&lt;br /&gt;
* ''4'' = Restricted node&lt;br /&gt;
* ''8'' = No effect, may be used by water traffic to increase maneuverability&lt;br /&gt;
|-&lt;br /&gt;
| L || SpawnRate || float || Spawn rate frequency ranging from ''0.0'' to ''1.0''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Consider a small segment of the line in vehicle paths node. The group has to be defined and then there must be 12 nodes inside it. If the total number of internal and external nodes in a group is not 12, then the remaining should be filled with null nodes. &lt;br /&gt;
&lt;br /&gt;
The internal nodes define the connections inside the group whereas the external nodes define the connections to other group. External nodes in a group are connected to other external nodes in different group external sub-nodes by having the same coordinates. &lt;br /&gt;
&lt;br /&gt;
Spawns are always made in internal nodes, and external nodes only act as a link. For vehicles, lanes inside internal nodes are ignored. For vehicles, junctions are always kept in a separate group and external nodes of the group must always point to beginning of a connected line segment. &lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 4 paths group in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths_(GTA4)&amp;diff=14871</id>
		<title>Paths (GTA4)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths_(GTA4)&amp;diff=14871"/>
		<updated>2015-09-04T15:22:08Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{File-stub}}&lt;br /&gt;
Paths in [[GTA_4|GTA IV]] are similar to the 64 node-files introduced with [[GTA_SA|San Andreas]]. Like the first version of the format there are 64 node files where each file corresponds to a 750x750 square unit starting with &amp;lt;code&amp;gt;nodes0.nod&amp;lt;/code&amp;gt; in the south-west corner (-3000.0, -3000.0) and ending in the north-east corner (3000.0, 3000.0) of the game's world in [[Wikipedia:row-major order|row-major order]].&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Before trying to understand the format of GTA IV's path files, it is recommended to read the [[Paths (GTA SA)|San Andreas paths]] article, since GTA IV paths are an update of the old format.&lt;br /&gt;
&lt;br /&gt;
Unlike San Andreas, paths are not stored in the major [[archive file]] ([[gta3.img]]) and the node files also do not have the extension &amp;lt;code&amp;gt;.dat&amp;lt;/code&amp;gt; anymore. In GTA IV, paths are stored in the &amp;lt;code&amp;gt;~\pc\data\cdimages\paths.[[img]]&amp;lt;/code&amp;gt; file as 64 &amp;lt;code&amp;gt;.nod&amp;lt;/code&amp;gt; files. Furthermore the file structure has generally changed: If San Andreas had 7 sections per node file, GTA IV only got 2. Linking works in a different way and there are no navi nodes any longer.&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header is a structure of 4 values with a size of 16 bytes.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32  - Number of nodes ([[Paths_(GTA4)#Section_1_-_Nodes|section 1]])&lt;br /&gt;
 4b - UINT32  - Number of car-nodes&lt;br /&gt;
 4b - UINT32  - Number of intersection nodes&lt;br /&gt;
 4b - UINT32  - Number of links ([[Paths_(GTA4)#Section_2_-_Links|section 2]])&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Nodes===&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - MemAddress&lt;br /&gt;
 4b - UINT32 - Zero (Allways)&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
 4b - UINT32 - Unknown - may be related into [[GTA_SA_Paths#Section_2_-_Navi_Nodes|interpolation]]&lt;br /&gt;
 2b - UINT16 - Heuristic Cost - Used for calculating shortest route internally&lt;br /&gt;
 2b - UINT16 - LinkID&lt;br /&gt;
 6b - INT16[3] - Position (XYZ)&lt;br /&gt;
 1b - BYTE  - Path Width&lt;br /&gt;
 1b - BYTE  - FloodFill - seperates nodes distinctly (need confirmation)&lt;br /&gt;
 4b - UINT32 - Flags&lt;br /&gt;
&lt;br /&gt;
;Area ID: defines the area where the node lays in. Usually this is the same number as the one of the node file.&lt;br /&gt;
;Node ID: defines the id of the node. This is important for linking the node to others. Using the node and area id nodes can be identified as unique. There cannot be 2 nodes with the same area ''and'' node id.&lt;br /&gt;
&lt;br /&gt;
;Link ID: points to an link in section 2. The link ID cannot point into another node file. It points to a link in the same node file. However this link is able to point to an node in another or the same area.&lt;br /&gt;
;Position (X,Y,Z): The world-coordinates of the node. To get the floating point X and Y coordinates divide the 16 bit integer by 8. For Z coords you have to divide by 128 (Unlike San Andreas).&lt;br /&gt;
;Path Width: used to set the width of the paths. For cars this is related in how much space there is between 2 lanes. Divide the 8 bit unsigned integer by 8 to get the floating point value.&lt;br /&gt;
;Path Type: descripes the type of an node. This is used to isolate certain nodes from others. For boats this is allways 0x01.&lt;br /&gt;
;Flags: the flags are used to influence the behaviour of non-person-characters (NPC's), which are spawned along the paths on the nodes (See below).&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Please note that this is in little-endian format. &lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
 Flag 0: Unknown but used&lt;br /&gt;
 Flag 1-2: Unknown&lt;br /&gt;
 Flag 3: Dont Wander&lt;br /&gt;
 Flag 4: Ignored?&lt;br /&gt;
 Flag 5: Emergency Only? &lt;br /&gt;
 Flag 6: isWaterNode&lt;br /&gt;
 Flag 7: Unknown&lt;br /&gt;
&lt;br /&gt;
 Flag 8: Ignored Node?&lt;br /&gt;
 Flag 9-11: SpeedLimit?&lt;br /&gt;
 Flag 12-15: Link Count&lt;br /&gt;
&lt;br /&gt;
 Flag 16: Disable Linking? &lt;br /&gt;
 Flag 17: Slow Trafiic&lt;br /&gt;
 Flag 18: Highway &lt;br /&gt;
 Flag 19: Dirt Road&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Flag 'Slow Traffic' make the average car speed = 30 KM/H; 'Highway' = 70 KM/H; Dirt Road = 50(?) KM/H. &lt;br /&gt;
Speed Value may be wrong, but these three flags are fully known.&lt;br /&gt;
 &lt;br /&gt;
 Flag 20: Unknown Ped Flag&lt;br /&gt;
 Flag 21: Boat Movement&lt;br /&gt;
 Flag 22: Unknown&lt;br /&gt;
 Flag 23: Using only in Manhat?&lt;br /&gt;
&lt;br /&gt;
 Flag 24-27: Behaviour&lt;br /&gt;
 Flag 28-31: Spawn Rate?&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Links===&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16  - Area ID&lt;br /&gt;
 2b - UINT16  - Node ID&lt;br /&gt;
 1b - UINT8   - Unknown&lt;br /&gt;
 1b - UINT8   - Link length&lt;br /&gt;
 2b - UINT16  - Flags&lt;br /&gt;
&lt;br /&gt;
* ''Structure unconfirmed and partially incomplete''&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
==Tools and Scripts==&lt;br /&gt;
* {{GTAF|392955|PathViewer}} &amp;amp;ndash; a tool by {{U|Aschratt}} which allows to view paths and highlight nodes with special flags in 3D.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* {{GTAF|388886|IV Paths Format}}&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA 4]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths_(GTA4)&amp;diff=14870</id>
		<title>Paths (GTA4)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths_(GTA4)&amp;diff=14870"/>
		<updated>2015-09-04T13:31:48Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{File-stub}}&lt;br /&gt;
Paths in [[GTA_4|GTA IV]] are similar to the 64 node-files introduced with [[GTA_SA|San Andreas]]. Like the first version of the format there are 64 node files where each file corresponds to a 750x750 square unit starting with &amp;lt;code&amp;gt;nodes0.nod&amp;lt;/code&amp;gt; in the south-west corner (-3000.0, -3000.0) and ending in the north-east corner (3000.0, 3000.0) of the game's world in [[Wikipedia:row-major order|row-major order]].&lt;br /&gt;
&lt;br /&gt;
==Preamble==&lt;br /&gt;
&lt;br /&gt;
Before trying to understand the format of GTA IV's path files, it is recommended to read the [[Paths (GTA SA)|San Andreas paths]] article, since GTA IV paths are an update of the old format.&lt;br /&gt;
&lt;br /&gt;
Unlike San Andreas, paths are not stored in the major [[archive file]] ([[gta3.img]]) and the node files also do not have the extension &amp;lt;code&amp;gt;.dat&amp;lt;/code&amp;gt; anymore. In GTA IV, paths are stored in the &amp;lt;code&amp;gt;~\pc\data\cdimages\paths.[[img]]&amp;lt;/code&amp;gt; file as 64 &amp;lt;code&amp;gt;.nod&amp;lt;/code&amp;gt; files. Furthermore the file structure has generally changed: If San Andreas had 7 sections per node file, GTA IV only got 2. Linking works in a different way and there are no navi nodes any longer.&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
==File Format==&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header is a structure of 4 values with a size of 16 bytes.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32  - Number of nodes ([[Paths_(GTA4)#Section_1_-_Nodes|section 1]])&lt;br /&gt;
 4b - UINT32  - Number of car-nodes&lt;br /&gt;
 4b - UINT32  - Number of intersection nodes&lt;br /&gt;
 4b - UINT32  - Number of links ([[Paths_(GTA4)#Section_2_-_Links|section 2]])&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Nodes===&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - MemAddress&lt;br /&gt;
 4b - UINT32 - Zero (Allways)&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
 4b - UINT32 - Unknown - may be related into [[GTA_SA_Paths#Section_2_-_Navi_Nodes|interpolation]]&lt;br /&gt;
 2b - UINT16 - Heuristic Cost - Used for calculating shortest route internally&lt;br /&gt;
 2b - UINT16 - LinkID&lt;br /&gt;
 6b - INT16[3] - Position (XYZ)&lt;br /&gt;
 1b - BYTE  - Path Width&lt;br /&gt;
 1b - BYTE  - FloodFill - seperates nodes distinctly (need confirmation)&lt;br /&gt;
 4b - UINT32 - Flags&lt;br /&gt;
&lt;br /&gt;
;Area ID: defines the area where the node lays in. Usually this is the same number as the one of the node file.&lt;br /&gt;
;Node ID: defines the id of the node. This is important for linking the node to others. Using the node and area id nodes can be identified as unique. There cannot be 2 nodes with the same area ''and'' node id.&lt;br /&gt;
&lt;br /&gt;
;Link ID: points to an link in section 2. The link ID cannot point into another node file. It points to a link in the same node file. However this link is able to point to an node in another or the same area.&lt;br /&gt;
;Position (X,Y,Z): The world-coordinates of the node. To get the floating point X and Y coordinates divide the 16 bit integer by 8. For Z coords you have to divide by 128 (Unlike San Andreas).&lt;br /&gt;
;Path Width: used to set the width of the paths. For cars this is related in how much space there is between 2 lanes. Divide the 8 bit unsigned integer by 8 to get the floating point value.&lt;br /&gt;
;Path Type: descripes the type of an node. This is used to isolate certain nodes from others. For boats this is allways 0x01.&lt;br /&gt;
;Flags: the flags are used to influence the behaviour of non-person-characters (NPC's), which are spawned along the paths on the nodes (See below).&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
 Flag 0: Unknown but used&lt;br /&gt;
 Flag 1-2: Unknown&lt;br /&gt;
 Flag 3: Dont Wander&lt;br /&gt;
 Flag 4: Ignored?&lt;br /&gt;
 Flag 5: Emergency Only? &lt;br /&gt;
 Flag 6: isWaterNode&lt;br /&gt;
 Flag 7: Unknown&lt;br /&gt;
&lt;br /&gt;
 Flag 8: Ignored Node?&lt;br /&gt;
 Flag 9-11: SpeedLimit?&lt;br /&gt;
 Flag 12-15: Link Count&lt;br /&gt;
&lt;br /&gt;
 Flag 16: Disable Linking? &lt;br /&gt;
 Flag 17: Slow Trafiic&lt;br /&gt;
 Flag 18: Highway &lt;br /&gt;
 Flag 19: Dirt Road&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Flag 'Slow Traffic' make the average car speed = 30 KM/H; 'Highway' = 70 KM/H; Dirt Road = 50(?) KM/H. &lt;br /&gt;
Speed Value may be wrong, but these three flags are fully known.&lt;br /&gt;
 &lt;br /&gt;
 Flag 20: Unknown Ped Flag&lt;br /&gt;
 Flag 21: Boat Movement&lt;br /&gt;
 Flag 22: Unknown&lt;br /&gt;
 Flag 23: Using only in Manhat?&lt;br /&gt;
&lt;br /&gt;
 Flag 24-27: Behaviour&lt;br /&gt;
 Flag 28-31: Spawn Rate?&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Links===&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16  - Area ID&lt;br /&gt;
 2b - UINT16  - Node ID&lt;br /&gt;
 1b - UINT8   - Unknown&lt;br /&gt;
 1b - UINT8   - Link length&lt;br /&gt;
 2b - UINT16  - Flags&lt;br /&gt;
&lt;br /&gt;
* ''Structure unconfirmed and partially incomplete''&lt;br /&gt;
&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
==Tools and Scripts==&lt;br /&gt;
* {{GTAF|392955|PathViewer}} &amp;amp;ndash; a tool by {{U|Aschratt}} which allows to view paths and highlight nodes with special flags in 3D.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* {{GTAF|388886|IV Paths Format}}&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA 4]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=User:Swoorup&amp;diff=14869</id>
		<title>User:Swoorup</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=User:Swoorup&amp;diff=14869"/>
		<updated>2015-09-04T12:24:40Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://gtaforums.com/user/343567- Swoorup's Profile at Gtaforums]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=User:Swoorup&amp;diff=14868</id>
		<title>User:Swoorup</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=User:Swoorup&amp;diff=14868"/>
		<updated>2015-09-04T12:23:51Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: Created page with &amp;quot;[http://gtaforums.com/user/343567-]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://gtaforums.com/user/343567-]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14832</id>
		<title>Paths (GTA SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14832"/>
		<updated>2015-08-29T06:24:16Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 64 &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;gta3.img&amp;lt;/code&amp;gt; (or any other [[archive]]) contain the vehicle and ped paths and related information for [[GTA SA]]. There's a file for every 750&amp;amp;times;750 [[unit]] square, starting at the south-west corner (-3000, -3000) in [[Wikipedia:row-major order|row-major order]].&lt;br /&gt;
&lt;br /&gt;
However paths for planes and trains are not stored in the node-files. Nodes exist in any of the game's interiors and can only be influenced through SCM using the opcodes [[01EB|01EB]] and [[03DE|03DE]].&lt;br /&gt;
Trains are using paths in the tracks(1-4).dat and there are also paths for several missions and concrete cars. These paths are &amp;lt;code&amp;gt;[[Carrec|carrec's]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Usually cars and pedestriants are using nodes if they are not linked to an [[SCM]] or an carrec path in any way.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
&lt;br /&gt;
It is believed that these files were generated by some sort of path compiler during development of the game, and represent the processing-friendly binary data structures otherwise generated at runtime by previous versions of the game from files like &amp;lt;code&amp;gt;[[Item_Placement#PATH|paths.ipl]]&amp;lt;/code&amp;gt; and related. These files are still present in SA, but unused.&lt;br /&gt;
&lt;br /&gt;
Since the built-in path compiler has apparently been removed from the game code or at least made nonfunctional, custom tools and techniques are required to generate new paths for SA.&lt;br /&gt;
&lt;br /&gt;
Node files are streamed by the game &amp;amp;mdash; only the active area and those surrounding it are loaded at a time. Thus corrupt files only lead to a game crash when the player enters the specific area.&lt;br /&gt;
&lt;br /&gt;
The separate &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in the &amp;lt;code&amp;gt;data\paths\&amp;lt;/code&amp;gt; directory are ignored by the game.&lt;br /&gt;
&lt;br /&gt;
==File format of standard path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file. It has a size of '''20 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Each node entry has a size of '''28 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32   - Mem Address, ''unused''&lt;br /&gt;
 4b - UINT32   - always zero, ''unused''&lt;br /&gt;
 6b - INT16[3] - Position (XYZ), see below&lt;br /&gt;
 2b - INT16    - heuristic cost, always 0x7FFE, used internally to calculate routes&lt;br /&gt;
 2b - UINT16   - Link ID&lt;br /&gt;
 2b - UINT16   - Area ID (same as in filename)&lt;br /&gt;
 2b - UINT16   - Node ID (increments by 1)&lt;br /&gt;
 1b - UINT8    - Path Width&lt;br /&gt;
 1b - UINT8    - Flood Fill, used in route calculations&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Mem Address: These might have been pointers to path segment structures inside R*'s path compiler. Apparently they are ignored by the game and can be set to zero.&lt;br /&gt;
;Position: This is the position of the node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Link ID: Index into sections 3, 5 and 6; used to find adjacent nodes.&lt;br /&gt;
;Area ID and Node ID: Informational data, probably only used by the path generator. Area ID is always the same as the number in the filename, and Node ID is used to identify the node.&lt;br /&gt;
;Path Width: This is used to modify the width of a path. The default value is 0 (zero). To convert the signed word to a floating point value divide it by 8 ''(unconfirmed)''.&lt;br /&gt;
;Flood Fill: Flood IDs for route calculation for NPCs. For normal NPC vehicle traffic a value of 1 is used, 2 is for boats and higher values are allocated to disconnected path area segment, e.g for race tracks and other mission applications. &lt;br /&gt;
;Flags: The first 4 bits define the number of links to adjacent nodes. The other bits are used to characterize node behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
''Node flag bits, from low to high:''&lt;br /&gt;
&lt;br /&gt;
 0-3   - Link Count&lt;br /&gt;
 4-5   - TrafficLevel&lt;br /&gt;
&lt;br /&gt;
The LinkCount defines the number of enties incrementing from the LinkID. The TrafficLevel uses 4 steps:&lt;br /&gt;
0 = full&lt;br /&gt;
1 = high&lt;br /&gt;
2 = medium&lt;br /&gt;
3 = low&lt;br /&gt;
 &lt;br /&gt;
 A    06    - Road-Blocks&lt;br /&gt;
 B    07    - Boats&lt;br /&gt;
 C    08    - Emergency Vehicles only&lt;br /&gt;
 D    09    - zero/unused&lt;br /&gt;
 E    10    - unknown, grove house entrance paths ?&lt;br /&gt;
 F    11    - zero/unused&lt;br /&gt;
 G    12    - Is not Highway&lt;br /&gt;
 H    13    - Is Highway (ignored for PED-Nodes and never 11 or 00 for Cars!)&lt;br /&gt;
 I    14    - zero&lt;br /&gt;
 J    15    - zero&lt;br /&gt;
 K-M  16-19 - spawn probability (0x00 to 0x0F){{ref|1}}&lt;br /&gt;
 O    20    - RoadBlock?&lt;br /&gt;
 P    21    - Parking&lt;br /&gt;
 Q    22    - zero&lt;br /&gt;
 R    23    - RoadBlock?&lt;br /&gt;
 &lt;br /&gt;
  24-31 - zero (unused)&lt;br /&gt;
&lt;br /&gt;
The following ''statistics on flag usage'', grouped by path type, might be useful for further research:&lt;br /&gt;
&lt;br /&gt;
    | Peds           | Cars           | #&lt;br /&gt;
 #  | 37650          | 30587          | --&lt;br /&gt;
 A  | 0              | 391 (1.28%)    | 391&lt;br /&gt;
 B  | 0              | 1596 (5.22%)   | 1596&lt;br /&gt;
 C  | 6019 (15.99%)  | 7669 (25.08%)  | 13688&lt;br /&gt;
 D  | 0              | 0              | 0&lt;br /&gt;
 E  | 17 (0.05%)     | 0              | 17&lt;br /&gt;
 F  | 0              | 0              | 0&lt;br /&gt;
 G  | 0              | 27936 (91.33%) | 27936&lt;br /&gt;
 H  | 0              | 2539 (8.3%)    | 2539&lt;br /&gt;
 I  | 0              | 0              | 0&lt;br /&gt;
 J  | 0              | 0              | 0&lt;br /&gt;
 K  | 37646 (99.98%) | 30582 (99.98%) | 68228&lt;br /&gt;
 L  | 36676 (97.41%) | 30141 (98.54%) | 66817&lt;br /&gt;
 M  | 36676 (97.41%) | 30136 (98.52%) | 66812&lt;br /&gt;
 N  | 36607 (97.22%) | 30046 (98.23%) | 66653&lt;br /&gt;
 O  | 0              | 8 (0.03%)      | 8&lt;br /&gt;
 P  | 0              | 215 (0.7%)     | 215&lt;br /&gt;
 Q  | 0              | 0              | 0&lt;br /&gt;
 R  | 0              | 16 (0.05%)     | 16&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Each record has a size of '''14 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Espacially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 4b - INT16[2] - Position (XY), see below&lt;br /&gt;
 2b - UINT16   - Area ID&lt;br /&gt;
 2b - UINT16   - Node ID&lt;br /&gt;
 2b - INT8[2]  - Direction (XY), see below&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Position: This is the position of the navi node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 0 means traffic lights is disabled, 1 and 2 are used for the traffic lights and are  North-South and West-East cycles for traffic light synchronization respectively. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''2 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - lower 10 bit are the Navi Node ID, upper 6 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
Please note that this limits the number of Navi Nodes (i.e. vehicle path segments) to '''1024''' per area file and the number of files/areas to '''64'''!&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
==File format of fastman92 path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
Go here to see the C++ structures used in new format of path file: http://pastebin.com/7hpLZmJJ&lt;br /&gt;
&lt;br /&gt;
====Compressed vector====&lt;br /&gt;
Compressed vector is the way to save some memory in GTA games. It's a structure with __int16 values of x, y, z coordinates.&lt;br /&gt;
GTA uses accuracy of 8 parts per whole number.&lt;br /&gt;
To convert __int16 or __int32 value back into float value, you have to cast it into float value, then divide by 8.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int16 x;&lt;br /&gt;
    signed __int16 y;&lt;br /&gt;
    signed __int16 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Extended version of CompressedVector is used in new format of path files. __int16 values were replaced into __int32 values.&lt;br /&gt;
__int16 was making a limit of (-2^15/8 = -4096) to ((2^15) - 1) / 8 = 4 095,875&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector_extended&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int32 x;&lt;br /&gt;
    signed __int32 y;&lt;br /&gt;
    signed __int32 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
====Node address====&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CNodeAddress&lt;br /&gt;
 {&lt;br /&gt;
   unsigned __int16 areaId;&lt;br /&gt;
   unsigned __int16 nodeId;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Node address structure hold area ID and node ID.&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file..&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - is different format? Should have a value of 0xFFFFFFFF&lt;br /&gt;
 4b - UINT32 - format, should have a value &amp;quot;FM92&amp;quot;&lt;br /&gt;
 1b - UINT8 - n, size of nickname&lt;br /&gt;
 char[n] - nickname, should have a value ( &amp;quot;\x00&amp;quot; &amp;quot;fastman92&amp;quot; &amp;quot;\x00&amp;quot; )&lt;br /&gt;
 4b - UINT32 - format version, should have a value &amp;quot;VER2&amp;quot;&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Size of CPathNode_extended equals to '''40 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CPathNode *m_pPrev;&lt;br /&gt;
   CPathNode **m_ppNext;&lt;br /&gt;
   CompressedVector m_posn;  // deprecated field&lt;br /&gt;
   __int16 m_wSearchList;&lt;br /&gt;
   __int16 m_wConnectedNodesStartId;&lt;br /&gt;
   __int16 m_wAreaId;&lt;br /&gt;
   __int16 m_wNodeId;&lt;br /&gt;
   char m_nPathWidth;&lt;br /&gt;
   char m_nNodeType;&lt;br /&gt;
   char m_dwFlags[4];&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
  &lt;br /&gt;
 struct CPathNode_extended : public CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CompressedVector_extended m_extended_posn;&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Size of CCarPathLink_extended equals to '''22 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Especially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
   __int16 posX;  // deprecated field&lt;br /&gt;
   __int16 posY;  // deprecated field&lt;br /&gt;
   CNodeAddress info;&lt;br /&gt;
   char dirX;&lt;br /&gt;
   char dirY;&lt;br /&gt;
   char m_nPathNodeWidth;&lt;br /&gt;
   char m_nFlags[2];&lt;br /&gt;
   char field_D;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
 &lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink_extended : public CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
  signed __int32 extended_posX;&lt;br /&gt;
  signed __int32 extended_posY;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
;Extended position: This is the position of the navi node in world coordinates. To convert the signed dwords to floating point values divide them by 8.&lt;br /&gt;
&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''4 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - lower 16 bit are the Navi Node ID, upper 16 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
===EOF===&lt;br /&gt;
Path file should be terminated by a DWORD value &amp;quot;EOF&amp;quot;. Otherwise, it's considered invalid.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - Last value of path file - &amp;quot;EOF&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tools &amp;amp;amp; Scripts==&lt;br /&gt;
&lt;br /&gt;
* {{GTAG|1093|SA Path Editor (WIP)}} by {{U|JGuntherS@NL}} &amp;amp;ndash; Only useful for editing existing path data.&lt;br /&gt;
* {{GTAF|post|214901|3841297|Path Compiler (WIP)}} by {{U|ocram88}} &amp;amp;ndash; Allows to create linear ped paths by generating waypoints from inside the game.&lt;br /&gt;
* {{GTAF|post|214901|3936074|Path Tool (WIP)}} by {{U|steve-m}} &amp;amp;ndash; Comes bundled with a MaxScript to export ped and vehicle paths from Max (by using spline shapes).&lt;br /&gt;
* {{GTAF|295628|APE v1.1}} by {{U|Aschratt}} &amp;amp;ndash; Based on a memhack and including a decompiler it is possible to add path to the existing or to create completely new from ingame!&lt;br /&gt;
* {{GTAF|283684|Path Script}} &amp;amp;ndash; a script by {{U|Deniska}} for 3DSMax that creates path files directly.&lt;br /&gt;
* {{GTAF|392955|PathViewer}} &amp;amp;ndash; a tool by {{U|Aschratt}} which allows to view paths and highlight nodes with special flags in 3D.&lt;br /&gt;
* {{GTAF|733982|fastman92 limit adjuster}} &amp;amp;ndash; Limit adjuster by {{U|fastman92}} which allows to increase the path limits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|214901|Compiled Path Nodes}} &amp;amp;ndash; original discussion thread&lt;br /&gt;
* {{note|1}} {{GTAF|post|93990|3813170|Paths Documentation for SA, VC and GTA3}}&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14820</id>
		<title>Paths (GTA SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14820"/>
		<updated>2015-08-24T09:11:36Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 64 &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;gta3.img&amp;lt;/code&amp;gt; (or any other [[archive]]) contain the vehicle and ped paths and related information for [[GTA SA]]. There's a file for every 750&amp;amp;times;750 [[unit]] square, starting at the south-west corner (-3000, -3000) in [[Wikipedia:row-major order|row-major order]].&lt;br /&gt;
&lt;br /&gt;
However paths for planes and trains are not stored in the node-files. Nodes exist in any of the game's interiors and can only be influenced through SCM using the opcodes [[01EB|01EB]] and [[03DE|03DE]].&lt;br /&gt;
Trains are using paths in the tracks(1-4).dat and there are also paths for several missions and concrete cars. These paths are &amp;lt;code&amp;gt;[[Carrec|carrec's]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Usually cars and pedestriants are using nodes if they are not linked to an [[SCM]] or an carrec path in any way.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
&lt;br /&gt;
It is believed that these files were generated by some sort of path compiler during development of the game, and represent the processing-friendly binary data structures otherwise generated at runtime by previous versions of the game from files like &amp;lt;code&amp;gt;[[Item_Placement#PATH|paths.ipl]]&amp;lt;/code&amp;gt; and related. These files are still present in SA, but unused.&lt;br /&gt;
&lt;br /&gt;
Since the built-in path compiler has apparently been removed from the game code or at least made nonfunctional, custom tools and techniques are required to generate new paths for SA.&lt;br /&gt;
&lt;br /&gt;
Node files are streamed by the game &amp;amp;mdash; only the active area and those surrounding it are loaded at a time. Thus corrupt files only lead to a game crash when the player enters the specific area.&lt;br /&gt;
&lt;br /&gt;
The separate &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in the &amp;lt;code&amp;gt;data\paths\&amp;lt;/code&amp;gt; directory are ignored by the game.&lt;br /&gt;
&lt;br /&gt;
==File format of standard path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file. It has a size of '''20 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Each node entry has a size of '''28 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32   - Mem Address, ''unused''&lt;br /&gt;
 4b - UINT32   - always zero, ''unused''&lt;br /&gt;
 6b - INT16[3] - Position (XYZ), see below&lt;br /&gt;
 2b - INT16    - heuristic cost, always 0x7FFE, used internally to calculate routes&lt;br /&gt;
 2b - UINT16   - Link ID&lt;br /&gt;
 2b - UINT16   - Area ID (same as in filename)&lt;br /&gt;
 2b - UINT16   - Node ID (increments by 1)&lt;br /&gt;
 1b - UINT8    - Path Width&lt;br /&gt;
 1b - UINT8    - Flood Fill, used in route calculations&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Mem Address: These might have been pointers to path segment structures inside R*'s path compiler. Apparently they are ignored by the game and can be set to zero.&lt;br /&gt;
;Position: This is the position of the node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Link ID: Index into sections 3, 5 and 6; used to find adjacent nodes.&lt;br /&gt;
;Area ID and Node ID: Informational data, probably only used by the path generator. Area ID is always the same as the number in the filename, and Node ID is used to identify the node.&lt;br /&gt;
;Path Width: This is used to modify the width of a path. The default value is 0 (zero). To convert the signed word to a floating point value divide it by 8 ''(unconfirmed)''.&lt;br /&gt;
;Flood Fill: Flood IDs for route calculation for NPCs. For normal NPC vehicle traffic a value of 1 is used, 2 is for boats and higher values are allocated to disconnected path area segment, e.g for race tracks and other mission applications. &lt;br /&gt;
;Flags: The first 4 bits define the number of links to adjacent nodes. The other bits are used to characterize node behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
''Node flag bits, from low to high:''&lt;br /&gt;
&lt;br /&gt;
 0-3   - Link Count&lt;br /&gt;
 4-5   - TrafficLevel&lt;br /&gt;
&lt;br /&gt;
The LinkCount defines the number of enties incrementing from the LinkID. The TrafficLevel uses 4 steps:&lt;br /&gt;
0 = full&lt;br /&gt;
1 = high&lt;br /&gt;
2 = medium&lt;br /&gt;
3 = low&lt;br /&gt;
 &lt;br /&gt;
 A    06    - Road-Blocks&lt;br /&gt;
 B    07    - Boats&lt;br /&gt;
 C    08    - Emergency Vehicles only&lt;br /&gt;
 D    09    - zero/unused&lt;br /&gt;
 E    10    - unknown, grove house entrance paths ?&lt;br /&gt;
 F    11    - zero/unused&lt;br /&gt;
 G    12    - Is not Highway&lt;br /&gt;
 H    13    - Is Highway (ignored for PED-Nodes and never 11 or 00 for Cars!)&lt;br /&gt;
 I    14    - zero&lt;br /&gt;
 J    15    - zero&lt;br /&gt;
 K-M  16-19 - spawn probability (0x00 to 0x0F){{ref|1}}&lt;br /&gt;
 O    20    - RoadBlock?&lt;br /&gt;
 P    21    - Parking&lt;br /&gt;
 Q    22    - zero&lt;br /&gt;
 R    23    - RoadBlock?&lt;br /&gt;
 &lt;br /&gt;
  24-31 - zero (unused)&lt;br /&gt;
&lt;br /&gt;
The following ''statistics on flag usage'', grouped by path type, might be useful for further research:&lt;br /&gt;
&lt;br /&gt;
    | Peds           | Cars           | #&lt;br /&gt;
 #  | 37650          | 30587          | --&lt;br /&gt;
 A  | 0              | 391 (1.28%)    | 391&lt;br /&gt;
 B  | 0              | 1596 (5.22%)   | 1596&lt;br /&gt;
 C  | 6019 (15.99%)  | 7669 (25.08%)  | 13688&lt;br /&gt;
 D  | 0              | 0              | 0&lt;br /&gt;
 E  | 17 (0.05%)     | 0              | 17&lt;br /&gt;
 F  | 0              | 0              | 0&lt;br /&gt;
 G  | 0              | 27936 (91.33%) | 27936&lt;br /&gt;
 H  | 0              | 2539 (8.3%)    | 2539&lt;br /&gt;
 I  | 0              | 0              | 0&lt;br /&gt;
 J  | 0              | 0              | 0&lt;br /&gt;
 K  | 37646 (99.98%) | 30582 (99.98%) | 68228&lt;br /&gt;
 L  | 36676 (97.41%) | 30141 (98.54%) | 66817&lt;br /&gt;
 M  | 36676 (97.41%) | 30136 (98.52%) | 66812&lt;br /&gt;
 N  | 36607 (97.22%) | 30046 (98.23%) | 66653&lt;br /&gt;
 O  | 0              | 8 (0.03%)      | 8&lt;br /&gt;
 P  | 0              | 215 (0.7%)     | 215&lt;br /&gt;
 Q  | 0              | 0              | 0&lt;br /&gt;
 R  | 0              | 16 (0.05%)     | 16&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Each record has a size of '''14 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Espacially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 4b - INT16[2] - Position (XY), see below&lt;br /&gt;
 2b - UINT16   - Area ID&lt;br /&gt;
 2b - UINT16   - Node ID&lt;br /&gt;
 2b - INT8[2]  - Direction (XY), see below&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Position: This is the position of the navi node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''2 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - lower 10 bit are the Navi Node ID, upper 6 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
Please note that this limits the number of Navi Nodes (i.e. vehicle path segments) to '''1024''' per area file and the number of files/areas to '''64'''!&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
==File format of fastman92 path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
Go here to see the C++ structures used in new format of path file: http://pastebin.com/7hpLZmJJ&lt;br /&gt;
&lt;br /&gt;
====Compressed vector====&lt;br /&gt;
Compressed vector is the way to save some memory in GTA games. It's a structure with __int16 values of x, y, z coordinates.&lt;br /&gt;
GTA uses accuracy of 8 parts per whole number.&lt;br /&gt;
To convert __int16 or __int32 value back into float value, you have to cast it into float value, then divide by 8.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int16 x;&lt;br /&gt;
    signed __int16 y;&lt;br /&gt;
    signed __int16 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Extended version of CompressedVector is used in new format of path files. __int16 values were replaced into __int32 values.&lt;br /&gt;
__int16 was making a limit of (-2^15/8 = -4096) to ((2^15) - 1) / 8 = 4 095,875&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector_extended&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int32 x;&lt;br /&gt;
    signed __int32 y;&lt;br /&gt;
    signed __int32 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
====Node address====&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CNodeAddress&lt;br /&gt;
 {&lt;br /&gt;
   unsigned __int16 areaId;&lt;br /&gt;
   unsigned __int16 nodeId;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Node address structure hold area ID and node ID.&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file..&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - is different format? Should have a value of 0xFFFFFFFF&lt;br /&gt;
 4b - UINT32 - format, should have a value &amp;quot;FM92&amp;quot;&lt;br /&gt;
 1b - UINT8 - n, size of nickname&lt;br /&gt;
 char[n] - nickname, should have a value ( &amp;quot;\x00&amp;quot; &amp;quot;fastman92&amp;quot; &amp;quot;\x00&amp;quot; )&lt;br /&gt;
 4b - UINT32 - format version, should have a value &amp;quot;VER2&amp;quot;&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Size of CPathNode_extended equals to '''40 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CPathNode *m_pPrev;&lt;br /&gt;
   CPathNode **m_ppNext;&lt;br /&gt;
   CompressedVector m_posn;  // deprecated field&lt;br /&gt;
   __int16 m_wSearchList;&lt;br /&gt;
   __int16 m_wConnectedNodesStartId;&lt;br /&gt;
   __int16 m_wAreaId;&lt;br /&gt;
   __int16 m_wNodeId;&lt;br /&gt;
   char m_nPathWidth;&lt;br /&gt;
   char m_nNodeType;&lt;br /&gt;
   char m_dwFlags[4];&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
  &lt;br /&gt;
 struct CPathNode_extended : public CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CompressedVector_extended m_extended_posn;&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Size of CCarPathLink_extended equals to '''22 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Especially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
   __int16 posX;  // deprecated field&lt;br /&gt;
   __int16 posY;  // deprecated field&lt;br /&gt;
   CNodeAddress info;&lt;br /&gt;
   char dirX;&lt;br /&gt;
   char dirY;&lt;br /&gt;
   char m_nPathNodeWidth;&lt;br /&gt;
   char m_nFlags[2];&lt;br /&gt;
   char field_D;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
 &lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink_extended : public CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
  signed __int32 extended_posX;&lt;br /&gt;
  signed __int32 extended_posY;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
;Extended position: This is the position of the navi node in world coordinates. To convert the signed dwords to floating point values divide them by 8.&lt;br /&gt;
&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''4 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - lower 16 bit are the Navi Node ID, upper 16 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
===EOF===&lt;br /&gt;
Path file should be terminated by a DWORD value &amp;quot;EOF&amp;quot;. Otherwise, it's considered invalid.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - Last value of path file - &amp;quot;EOF&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tools &amp;amp;amp; Scripts==&lt;br /&gt;
&lt;br /&gt;
* {{GTAG|1093|SA Path Editor (WIP)}} by {{U|JGuntherS@NL}} &amp;amp;ndash; Only useful for editing existing path data.&lt;br /&gt;
* {{GTAF|post|214901|3841297|Path Compiler (WIP)}} by {{U|ocram88}} &amp;amp;ndash; Allows to create linear ped paths by generating waypoints from inside the game.&lt;br /&gt;
* {{GTAF|post|214901|3936074|Path Tool (WIP)}} by {{U|steve-m}} &amp;amp;ndash; Comes bundled with a MaxScript to export ped and vehicle paths from Max (by using spline shapes).&lt;br /&gt;
* {{GTAF|295628|APE v1.1}} by {{U|Aschratt}} &amp;amp;ndash; Based on a memhack and including a decompiler it is possible to add path to the existing or to create completely new from ingame!&lt;br /&gt;
* {{GTAF|283684|Path Script}} &amp;amp;ndash; a script by {{U|Deniska}} for 3DSMax that creates path files directly.&lt;br /&gt;
* {{GTAF|392955|PathViewer}} &amp;amp;ndash; a tool by {{U|Aschratt}} which allows to view paths and highlight nodes with special flags in 3D.&lt;br /&gt;
* {{GTAF|733982|fastman92 limit adjuster}} &amp;amp;ndash; Limit adjuster by {{U|fastman92}} which allows to increase the path limits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|214901|Compiled Path Nodes}} &amp;amp;ndash; original discussion thread&lt;br /&gt;
* {{note|1}} {{GTAF|post|93990|3813170|Paths Documentation for SA, VC and GTA3}}&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14819</id>
		<title>Paths (GTA SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14819"/>
		<updated>2015-08-24T09:09:58Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: Node Type is actually a flood fill, Its generated by R* Path Compiler&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 64 &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;gta3.img&amp;lt;/code&amp;gt; (or any other [[archive]]) contain the vehicle and ped paths and related information for [[GTA SA]]. There's a file for every 750&amp;amp;times;750 [[unit]] square, starting at the south-west corner (-3000, -3000) in [[Wikipedia:row-major order|row-major order]].&lt;br /&gt;
&lt;br /&gt;
However paths for planes and trains are not stored in the node-files. Nodes exist in any of the game's interiors and can only be influenced through SCM using the opcodes [[01EB|01EB]] and [[03DE|03DE]].&lt;br /&gt;
Trains are using paths in the tracks(1-4).dat and there are also paths for several missions and concrete cars. These paths are &amp;lt;code&amp;gt;[[Carrec|carrec's]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Usually cars and pedestriants are using nodes if they are not linked to an [[SCM]] or an carrec path in any way.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
&lt;br /&gt;
It is believed that these files were generated by some sort of path compiler during development of the game, and represent the processing-friendly binary data structures otherwise generated at runtime by previous versions of the game from files like &amp;lt;code&amp;gt;[[Item_Placement#PATH|paths.ipl]]&amp;lt;/code&amp;gt; and related. These files are still present in SA, but unused.&lt;br /&gt;
&lt;br /&gt;
Since the built-in path compiler has apparently been removed from the game code or at least made nonfunctional, custom tools and techniques are required to generate new paths for SA.&lt;br /&gt;
&lt;br /&gt;
Node files are streamed by the game &amp;amp;mdash; only the active area and those surrounding it are loaded at a time. Thus corrupt files only lead to a game crash when the player enters the specific area.&lt;br /&gt;
&lt;br /&gt;
The separate &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in the &amp;lt;code&amp;gt;data\paths\&amp;lt;/code&amp;gt; directory are ignored by the game.&lt;br /&gt;
&lt;br /&gt;
==File format of standard path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file. It has a size of '''20 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Each node entry has a size of '''28 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32   - Mem Address, ''unused''&lt;br /&gt;
 4b - UINT32   - always zero, ''unused''&lt;br /&gt;
 6b - INT16[3] - Position (XYZ), see below&lt;br /&gt;
 2b - INT16    - heuristic path cost, always 0x7FFE, could be used internally&lt;br /&gt;
 2b - UINT16   - Link ID&lt;br /&gt;
 2b - UINT16   - Area ID (same as in filename)&lt;br /&gt;
 2b - UINT16   - Node ID (increments by 1)&lt;br /&gt;
 1b - UINT8    - Path Width&lt;br /&gt;
 1b - UINT8    - Flood Fill&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Mem Address: These might have been pointers to path segment structures inside R*'s path compiler. Apparently they are ignored by the game and can be set to zero.&lt;br /&gt;
;Position: This is the position of the node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Link ID: Index into sections 3, 5 and 6; used to find adjacent nodes.&lt;br /&gt;
;Area ID and Node ID: Informational data, probably only used by the path generator. Area ID is always the same as the number in the filename, and Node ID is used to identify the node.&lt;br /&gt;
;Path Width: This is used to modify the width of a path. The default value is 0 (zero). To convert the signed word to a floating point value divide it by 8 ''(unconfirmed)''.&lt;br /&gt;
;Flood Fill: Flood IDs for route calculation for NPCs. For normal NPC vehicle traffic a value of 1 is used, 2 is for boats and higher values are allocated to disconnected path area segment, e.g for race tracks and other mission applications. &lt;br /&gt;
;Flags: The first 4 bits define the number of links to adjacent nodes. The other bits are used to characterize node behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
''Node flag bits, from low to high:''&lt;br /&gt;
&lt;br /&gt;
 0-3   - Link Count&lt;br /&gt;
 4-5   - TrafficLevel&lt;br /&gt;
&lt;br /&gt;
The LinkCount defines the number of enties incrementing from the LinkID. The TrafficLevel uses 4 steps:&lt;br /&gt;
0 = full&lt;br /&gt;
1 = high&lt;br /&gt;
2 = medium&lt;br /&gt;
3 = low&lt;br /&gt;
 &lt;br /&gt;
 A    06    - Road-Blocks&lt;br /&gt;
 B    07    - Boats&lt;br /&gt;
 C    08    - Emergency Vehicles only&lt;br /&gt;
 D    09    - zero/unused&lt;br /&gt;
 E    10    - unknown, grove house entrance paths ?&lt;br /&gt;
 F    11    - zero/unused&lt;br /&gt;
 G    12    - Is not Highway&lt;br /&gt;
 H    13    - Is Highway (ignored for PED-Nodes and never 11 or 00 for Cars!)&lt;br /&gt;
 I    14    - zero&lt;br /&gt;
 J    15    - zero&lt;br /&gt;
 K-M  16-19 - spawn probability (0x00 to 0x0F){{ref|1}}&lt;br /&gt;
 O    20    - RoadBlock?&lt;br /&gt;
 P    21    - Parking&lt;br /&gt;
 Q    22    - zero&lt;br /&gt;
 R    23    - RoadBlock?&lt;br /&gt;
 &lt;br /&gt;
  24-31 - zero (unused)&lt;br /&gt;
&lt;br /&gt;
The following ''statistics on flag usage'', grouped by path type, might be useful for further research:&lt;br /&gt;
&lt;br /&gt;
    | Peds           | Cars           | #&lt;br /&gt;
 #  | 37650          | 30587          | --&lt;br /&gt;
 A  | 0              | 391 (1.28%)    | 391&lt;br /&gt;
 B  | 0              | 1596 (5.22%)   | 1596&lt;br /&gt;
 C  | 6019 (15.99%)  | 7669 (25.08%)  | 13688&lt;br /&gt;
 D  | 0              | 0              | 0&lt;br /&gt;
 E  | 17 (0.05%)     | 0              | 17&lt;br /&gt;
 F  | 0              | 0              | 0&lt;br /&gt;
 G  | 0              | 27936 (91.33%) | 27936&lt;br /&gt;
 H  | 0              | 2539 (8.3%)    | 2539&lt;br /&gt;
 I  | 0              | 0              | 0&lt;br /&gt;
 J  | 0              | 0              | 0&lt;br /&gt;
 K  | 37646 (99.98%) | 30582 (99.98%) | 68228&lt;br /&gt;
 L  | 36676 (97.41%) | 30141 (98.54%) | 66817&lt;br /&gt;
 M  | 36676 (97.41%) | 30136 (98.52%) | 66812&lt;br /&gt;
 N  | 36607 (97.22%) | 30046 (98.23%) | 66653&lt;br /&gt;
 O  | 0              | 8 (0.03%)      | 8&lt;br /&gt;
 P  | 0              | 215 (0.7%)     | 215&lt;br /&gt;
 Q  | 0              | 0              | 0&lt;br /&gt;
 R  | 0              | 16 (0.05%)     | 16&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Each record has a size of '''14 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Espacially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 4b - INT16[2] - Position (XY), see below&lt;br /&gt;
 2b - UINT16   - Area ID&lt;br /&gt;
 2b - UINT16   - Node ID&lt;br /&gt;
 2b - INT8[2]  - Direction (XY), see below&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Position: This is the position of the navi node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''2 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - lower 10 bit are the Navi Node ID, upper 6 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
Please note that this limits the number of Navi Nodes (i.e. vehicle path segments) to '''1024''' per area file and the number of files/areas to '''64'''!&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
==File format of fastman92 path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
Go here to see the C++ structures used in new format of path file: http://pastebin.com/7hpLZmJJ&lt;br /&gt;
&lt;br /&gt;
====Compressed vector====&lt;br /&gt;
Compressed vector is the way to save some memory in GTA games. It's a structure with __int16 values of x, y, z coordinates.&lt;br /&gt;
GTA uses accuracy of 8 parts per whole number.&lt;br /&gt;
To convert __int16 or __int32 value back into float value, you have to cast it into float value, then divide by 8.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int16 x;&lt;br /&gt;
    signed __int16 y;&lt;br /&gt;
    signed __int16 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Extended version of CompressedVector is used in new format of path files. __int16 values were replaced into __int32 values.&lt;br /&gt;
__int16 was making a limit of (-2^15/8 = -4096) to ((2^15) - 1) / 8 = 4 095,875&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector_extended&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int32 x;&lt;br /&gt;
    signed __int32 y;&lt;br /&gt;
    signed __int32 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
====Node address====&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CNodeAddress&lt;br /&gt;
 {&lt;br /&gt;
   unsigned __int16 areaId;&lt;br /&gt;
   unsigned __int16 nodeId;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Node address structure hold area ID and node ID.&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file..&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - is different format? Should have a value of 0xFFFFFFFF&lt;br /&gt;
 4b - UINT32 - format, should have a value &amp;quot;FM92&amp;quot;&lt;br /&gt;
 1b - UINT8 - n, size of nickname&lt;br /&gt;
 char[n] - nickname, should have a value ( &amp;quot;\x00&amp;quot; &amp;quot;fastman92&amp;quot; &amp;quot;\x00&amp;quot; )&lt;br /&gt;
 4b - UINT32 - format version, should have a value &amp;quot;VER2&amp;quot;&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Size of CPathNode_extended equals to '''40 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CPathNode *m_pPrev;&lt;br /&gt;
   CPathNode **m_ppNext;&lt;br /&gt;
   CompressedVector m_posn;  // deprecated field&lt;br /&gt;
   __int16 m_wSearchList;&lt;br /&gt;
   __int16 m_wConnectedNodesStartId;&lt;br /&gt;
   __int16 m_wAreaId;&lt;br /&gt;
   __int16 m_wNodeId;&lt;br /&gt;
   char m_nPathWidth;&lt;br /&gt;
   char m_nNodeType;&lt;br /&gt;
   char m_dwFlags[4];&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
  &lt;br /&gt;
 struct CPathNode_extended : public CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CompressedVector_extended m_extended_posn;&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Size of CCarPathLink_extended equals to '''22 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Especially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
   __int16 posX;  // deprecated field&lt;br /&gt;
   __int16 posY;  // deprecated field&lt;br /&gt;
   CNodeAddress info;&lt;br /&gt;
   char dirX;&lt;br /&gt;
   char dirY;&lt;br /&gt;
   char m_nPathNodeWidth;&lt;br /&gt;
   char m_nFlags[2];&lt;br /&gt;
   char field_D;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
 &lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink_extended : public CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
  signed __int32 extended_posX;&lt;br /&gt;
  signed __int32 extended_posY;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
;Extended position: This is the position of the navi node in world coordinates. To convert the signed dwords to floating point values divide them by 8.&lt;br /&gt;
&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''4 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - lower 16 bit are the Navi Node ID, upper 16 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
===EOF===&lt;br /&gt;
Path file should be terminated by a DWORD value &amp;quot;EOF&amp;quot;. Otherwise, it's considered invalid.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - Last value of path file - &amp;quot;EOF&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tools &amp;amp;amp; Scripts==&lt;br /&gt;
&lt;br /&gt;
* {{GTAG|1093|SA Path Editor (WIP)}} by {{U|JGuntherS@NL}} &amp;amp;ndash; Only useful for editing existing path data.&lt;br /&gt;
* {{GTAF|post|214901|3841297|Path Compiler (WIP)}} by {{U|ocram88}} &amp;amp;ndash; Allows to create linear ped paths by generating waypoints from inside the game.&lt;br /&gt;
* {{GTAF|post|214901|3936074|Path Tool (WIP)}} by {{U|steve-m}} &amp;amp;ndash; Comes bundled with a MaxScript to export ped and vehicle paths from Max (by using spline shapes).&lt;br /&gt;
* {{GTAF|295628|APE v1.1}} by {{U|Aschratt}} &amp;amp;ndash; Based on a memhack and including a decompiler it is possible to add path to the existing or to create completely new from ingame!&lt;br /&gt;
* {{GTAF|283684|Path Script}} &amp;amp;ndash; a script by {{U|Deniska}} for 3DSMax that creates path files directly.&lt;br /&gt;
* {{GTAF|392955|PathViewer}} &amp;amp;ndash; a tool by {{U|Aschratt}} which allows to view paths and highlight nodes with special flags in 3D.&lt;br /&gt;
* {{GTAF|733982|fastman92 limit adjuster}} &amp;amp;ndash; Limit adjuster by {{U|fastman92}} which allows to increase the path limits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|214901|Compiled Path Nodes}} &amp;amp;ndash; original discussion thread&lt;br /&gt;
* {{note|1}} {{GTAF|post|93990|3813170|Paths Documentation for SA, VC and GTA3}}&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14796</id>
		<title>Paths (GTA SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14796"/>
		<updated>2015-08-17T08:57:22Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 64 &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;gta3.img&amp;lt;/code&amp;gt; (or any other [[archive]]) contain the vehicle and ped paths and related information for [[GTA SA]]. There's a file for every 750&amp;amp;times;750 [[unit]] square, starting at the south-west corner (-3000, -3000) in [[Wikipedia:row-major order|row-major order]].&lt;br /&gt;
&lt;br /&gt;
However paths for planes and trains are not stored in the node-files. Nodes exist in any of the game's interiors and can only be influenced through SCM using the opcodes [[01EB|01EB]] and [[03DE|03DE]].&lt;br /&gt;
Trains are using paths in the tracks(1-4).dat and there are also paths for several missions and concrete cars. These paths are &amp;lt;code&amp;gt;[[Carrec|carrec's]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Usually cars and pedestriants are using nodes if they are not linked to an [[SCM]] or an carrec path in any way.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
&lt;br /&gt;
It is believed that these files were generated by some sort of path compiler during development of the game, and represent the processing-friendly binary data structures otherwise generated at runtime by previous versions of the game from files like &amp;lt;code&amp;gt;[[Item_Placement#PATH|paths.ipl]]&amp;lt;/code&amp;gt; and related. These files are still present in SA, but unused.&lt;br /&gt;
&lt;br /&gt;
Since the built-in path compiler has apparently been removed from the game code or at least made nonfunctional, custom tools and techniques are required to generate new paths for SA.&lt;br /&gt;
&lt;br /&gt;
Node files are streamed by the game &amp;amp;mdash; only the active area and those surrounding it are loaded at a time. Thus corrupt files only lead to a game crash when the player enters the specific area.&lt;br /&gt;
&lt;br /&gt;
The separate &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in the &amp;lt;code&amp;gt;data\paths\&amp;lt;/code&amp;gt; directory are ignored by the game.&lt;br /&gt;
&lt;br /&gt;
==File format of standard path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file. It has a size of '''20 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Each node entry has a size of '''28 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32   - Mem Address, ''unused''&lt;br /&gt;
 4b - UINT32   - always zero, ''unused''&lt;br /&gt;
 6b - INT16[3] - Position (XYZ), see below&lt;br /&gt;
 2b - INT16    - heuristic path cost, always 0x7FFE, could be used internally&lt;br /&gt;
 2b - UINT16   - Link ID&lt;br /&gt;
 2b - UINT16   - Area ID (same as in filename)&lt;br /&gt;
 2b - UINT16   - Node ID (increments by 1)&lt;br /&gt;
 1b - UINT8    - Path Width&lt;br /&gt;
 1b - UINT8    - Node Type&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Mem Address: These might have been pointers to path segment structures inside R*'s path compiler. Apparently they are ignored by the game and can be set to zero.&lt;br /&gt;
;Position: This is the position of the node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Link ID: Index into sections 3, 5 and 6; used to find adjacent nodes.&lt;br /&gt;
;Area ID and Node ID: Informational data, probably only used by the path generator. Area ID is always the same as the number in the filename, and Node ID is used to identify the node.&lt;br /&gt;
;Path Width: This is used to modify the width of a path. The default value is 0 (zero). To convert the signed word to a floating point value divide it by 8 ''(unconfirmed)''.&lt;br /&gt;
;Node Type: Defines some kind of group for the nodes. For vehicle nodes a value of 1 is for cars, 2 is for boats and higher values are for race tracks and other mission applications. For ped nodes there seems to be a distinct ID per village/city/area.&lt;br /&gt;
;Flags: The first 4 bits define the number of links to adjacent nodes. The other bits are used to characterize node behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
''Node flag bits, from low to high:''&lt;br /&gt;
&lt;br /&gt;
 0-3   - Link Count&lt;br /&gt;
 4-5   - TrafficLevel&lt;br /&gt;
&lt;br /&gt;
The LinkCount defines the number of enties incrementing from the LinkID. The TrafficLevel uses 4 steps:&lt;br /&gt;
0 = full&lt;br /&gt;
1 = high&lt;br /&gt;
2 = medium&lt;br /&gt;
3 = low&lt;br /&gt;
 &lt;br /&gt;
 A    06    - Road-Blocks&lt;br /&gt;
 B    07    - Boats&lt;br /&gt;
 C    08    - Emergency Vehicles only&lt;br /&gt;
 D    09    - zero/unused&lt;br /&gt;
 E    10    - unknown, grove house entrance paths ?&lt;br /&gt;
 F    11    - zero/unused&lt;br /&gt;
 G    12    - Is not Highway&lt;br /&gt;
 H    13    - Is Highway (ignored for PED-Nodes and never 11 or 00 for Cars!)&lt;br /&gt;
 I    14    - zero&lt;br /&gt;
 J    15    - zero&lt;br /&gt;
 K-M  16-19 - spawn probability (0x00 to 0x0F){{ref|1}}&lt;br /&gt;
 O    20    - RoadBlock?&lt;br /&gt;
 P    21    - Parking&lt;br /&gt;
 Q    22    - zero&lt;br /&gt;
 R    23    - RoadBlock?&lt;br /&gt;
 &lt;br /&gt;
  24-31 - zero (unused)&lt;br /&gt;
&lt;br /&gt;
The following ''statistics on flag usage'', grouped by path type, might be useful for further research:&lt;br /&gt;
&lt;br /&gt;
    | Peds           | Cars           | #&lt;br /&gt;
 #  | 37650          | 30587          | --&lt;br /&gt;
 A  | 0              | 391 (1.28%)    | 391&lt;br /&gt;
 B  | 0              | 1596 (5.22%)   | 1596&lt;br /&gt;
 C  | 6019 (15.99%)  | 7669 (25.08%)  | 13688&lt;br /&gt;
 D  | 0              | 0              | 0&lt;br /&gt;
 E  | 17 (0.05%)     | 0              | 17&lt;br /&gt;
 F  | 0              | 0              | 0&lt;br /&gt;
 G  | 0              | 27936 (91.33%) | 27936&lt;br /&gt;
 H  | 0              | 2539 (8.3%)    | 2539&lt;br /&gt;
 I  | 0              | 0              | 0&lt;br /&gt;
 J  | 0              | 0              | 0&lt;br /&gt;
 K  | 37646 (99.98%) | 30582 (99.98%) | 68228&lt;br /&gt;
 L  | 36676 (97.41%) | 30141 (98.54%) | 66817&lt;br /&gt;
 M  | 36676 (97.41%) | 30136 (98.52%) | 66812&lt;br /&gt;
 N  | 36607 (97.22%) | 30046 (98.23%) | 66653&lt;br /&gt;
 O  | 0              | 8 (0.03%)      | 8&lt;br /&gt;
 P  | 0              | 215 (0.7%)     | 215&lt;br /&gt;
 Q  | 0              | 0              | 0&lt;br /&gt;
 R  | 0              | 16 (0.05%)     | 16&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Each record has a size of '''14 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Espacially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 4b - INT16[2] - Position (XY), see below&lt;br /&gt;
 2b - UINT16   - Area ID&lt;br /&gt;
 2b - UINT16   - Node ID&lt;br /&gt;
 2b - INT8[2]  - Direction (XY), see below&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Position: This is the position of the navi node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''2 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - lower 10 bit are the Navi Node ID, upper 6 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
Please note that this limits the number of Navi Nodes (i.e. vehicle path segments) to '''1024''' per area file and the number of files/areas to '''64'''!&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
==File format of fastman92 path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
Go here to see the C++ structures used in new format of path file: http://pastebin.com/7hpLZmJJ&lt;br /&gt;
&lt;br /&gt;
====Compressed vector====&lt;br /&gt;
Compressed vector is the way to save some memory in GTA games. It's a structure with __int16 values of x, y, z coordinates.&lt;br /&gt;
GTA uses accuracy of 8 parts per whole number.&lt;br /&gt;
To convert __int16 or __int32 value back into float value, you have to cast it into float value, then divide by 8.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int16 x;&lt;br /&gt;
    signed __int16 y;&lt;br /&gt;
    signed __int16 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Extended version of CompressedVector is used in new format of path files. __int16 values were replaced into __int32 values.&lt;br /&gt;
__int16 was making a limit of (-2^15/8 = -4096) to ((2^15) - 1) / 8 = 4 095,875&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector_extended&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int32 x;&lt;br /&gt;
    signed __int32 y;&lt;br /&gt;
    signed __int32 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
====Node address====&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CNodeAddress&lt;br /&gt;
 {&lt;br /&gt;
   unsigned __int16 areaId;&lt;br /&gt;
   unsigned __int16 nodeId;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Node address structure hold area ID and node ID.&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file..&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - is different format? Should have a value of 0xFFFFFFFF&lt;br /&gt;
 4b - UINT32 - format, should have a value &amp;quot;FM92&amp;quot;&lt;br /&gt;
 1b - UINT8 - n, size of nickname&lt;br /&gt;
 char[n] - nickname, should have a value ( &amp;quot;\x00&amp;quot; &amp;quot;fastman92&amp;quot; &amp;quot;\x00&amp;quot; )&lt;br /&gt;
 4b - UINT32 - format version, should have a value &amp;quot;VER2&amp;quot;&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Size of CPathNode_extended equals to '''40 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CPathNode *m_pPrev;&lt;br /&gt;
   CPathNode **m_ppNext;&lt;br /&gt;
   CompressedVector m_posn;  // deprecated field&lt;br /&gt;
   __int16 m_wSearchList;&lt;br /&gt;
   __int16 m_wConnectedNodesStartId;&lt;br /&gt;
   __int16 m_wAreaId;&lt;br /&gt;
   __int16 m_wNodeId;&lt;br /&gt;
   char m_nPathWidth;&lt;br /&gt;
   char m_nNodeType;&lt;br /&gt;
   char m_dwFlags[4];&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
  &lt;br /&gt;
 struct CPathNode_extended : public CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CompressedVector_extended m_extended_posn;&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Size of CCarPathLink_extended equals to '''22 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Especially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
   __int16 posX;  // deprecated field&lt;br /&gt;
   __int16 posY;  // deprecated field&lt;br /&gt;
   CNodeAddress info;&lt;br /&gt;
   char dirX;&lt;br /&gt;
   char dirY;&lt;br /&gt;
   char m_nPathNodeWidth;&lt;br /&gt;
   char m_nFlags[2];&lt;br /&gt;
   char field_D;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
 &lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink_extended : public CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
  signed __int32 extended_posX;&lt;br /&gt;
  signed __int32 extended_posY;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
;Extended position: This is the position of the navi node in world coordinates. To convert the signed dwords to floating point values divide them by 8.&lt;br /&gt;
&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''4 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - lower 16 bit are the Navi Node ID, upper 16 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
===EOF===&lt;br /&gt;
Path file should be terminated by a DWORD value &amp;quot;EOF&amp;quot;. Otherwise, it's considered invalid.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - Last value of path file - &amp;quot;EOF&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tools &amp;amp;amp; Scripts==&lt;br /&gt;
&lt;br /&gt;
* {{GTAG|1093|SA Path Editor (WIP)}} by {{U|JGuntherS@NL}} &amp;amp;ndash; Only useful for editing existing path data.&lt;br /&gt;
* {{GTAF|post|214901|3841297|Path Compiler (WIP)}} by {{U|ocram88}} &amp;amp;ndash; Allows to create linear ped paths by generating waypoints from inside the game.&lt;br /&gt;
* {{GTAF|post|214901|3936074|Path Tool (WIP)}} by {{U|steve-m}} &amp;amp;ndash; Comes bundled with a MaxScript to export ped and vehicle paths from Max (by using spline shapes).&lt;br /&gt;
* {{GTAF|295628|APE v1.1}} by {{U|Aschratt}} &amp;amp;ndash; Based on a memhack and including a decompiler it is possible to add path to the existing or to create completely new from ingame!&lt;br /&gt;
* {{GTAF|283684|Path Script}} &amp;amp;ndash; a script by {{U|Deniska}} for 3DSMax that creates path files directly.&lt;br /&gt;
* {{GTAF|392955|PathViewer}} &amp;amp;ndash; a tool by {{U|Aschratt}} which allows to view paths and highlight nodes with special flags in 3D.&lt;br /&gt;
* {{GTAF|733982|fastman92 limit adjuster}} &amp;amp;ndash; Limit adjuster by {{U|fastman92}} which allows to increase the path limits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|214901|Compiled Path Nodes}} &amp;amp;ndash; original discussion thread&lt;br /&gt;
* {{note|1}} {{GTAF|post|93990|3813170|Paths Documentation for SA, VC and GTA3}}&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14776</id>
		<title>Paths (GTA SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14776"/>
		<updated>2015-08-13T15:11:19Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 64 &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;gta3.img&amp;lt;/code&amp;gt; (or any other [[archive]]) contain the vehicle and ped paths and related information for [[GTA SA]]. There's a file for every 750&amp;amp;times;750 [[unit]] square, starting at the south-west corner (-3000, -3000) in [[Wikipedia:row-major order|row-major order]].&lt;br /&gt;
&lt;br /&gt;
However paths for planes and trains are not stored in the node-files. Nodes exist in any of the game's interiors and can only be influenced through SCM using the opcodes [[01EB|01EB]] and [[03DE|03DE]].&lt;br /&gt;
Trains are using paths in the tracks(1-4).dat and there are also paths for several missions and concrete cars. These paths are &amp;lt;code&amp;gt;[[Carrec|carrec's]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Usually cars and pedestriants are using nodes if they are not linked to an [[SCM]] or an carrec path in any way.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
&lt;br /&gt;
It is believed that these files were generated by some sort of path compiler during development of the game, and represent the processing-friendly binary data structures otherwise generated at runtime by previous versions of the game from files like &amp;lt;code&amp;gt;[[Item_Placement#PATH|paths.ipl]]&amp;lt;/code&amp;gt; and related. These files are still present in SA, but unused.&lt;br /&gt;
&lt;br /&gt;
Since the built-in path compiler has apparently been removed from the game code or at least made nonfunctional, custom tools and techniques are required to generate new paths for SA.&lt;br /&gt;
&lt;br /&gt;
Node files are streamed by the game &amp;amp;mdash; only the active area and those surrounding it are loaded at a time. Thus corrupt files only lead to a game crash when the player enters the specific area.&lt;br /&gt;
&lt;br /&gt;
The separate &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in the &amp;lt;code&amp;gt;data\paths\&amp;lt;/code&amp;gt; directory are ignored by the game.&lt;br /&gt;
&lt;br /&gt;
==File format of standard path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file. It has a size of '''20 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Each node entry has a size of '''28 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32   - Mem Address, ''unused''&lt;br /&gt;
 4b - UINT32   - always zero, ''unused''&lt;br /&gt;
 6b - INT16[3] - Position (XYZ), see below&lt;br /&gt;
 2b - INT16    - heuristic path cost, always 0x7FFE, left over from gta vice city&lt;br /&gt;
 2b - UINT16   - Link ID&lt;br /&gt;
 2b - UINT16   - Area ID (same as in filename)&lt;br /&gt;
 2b - UINT16   - Node ID (increments by 1)&lt;br /&gt;
 1b - UINT8    - Path Width&lt;br /&gt;
 1b - UINT8    - Node Type&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Mem Address: These might have been pointers to path segment structures inside R*'s path compiler. Apparently they are ignored by the game and can be set to zero.&lt;br /&gt;
;Position: This is the position of the node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Link ID: Index into sections 3, 5 and 6; used to find adjacent nodes.&lt;br /&gt;
;Area ID and Node ID: Informational data, probably only used by the path generator. Area ID is always the same as the number in the filename, and Node ID is used to identify the node.&lt;br /&gt;
;Path Width: This is used to modify the width of a path. The default value is 0 (zero). To convert the signed word to a floating point value divide it by 8 ''(unconfirmed)''.&lt;br /&gt;
;Node Type: Defines some kind of group for the nodes. For vehicle nodes a value of 1 is for cars, 2 is for boats and higher values are for race tracks and other mission applications. For ped nodes there seems to be a distinct ID per village/city/area.&lt;br /&gt;
;Flags: The first 4 bits define the number of links to adjacent nodes. The other bits are used to characterize node behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
''Node flag bits, from low to high:''&lt;br /&gt;
&lt;br /&gt;
 0-3   - Link Count&lt;br /&gt;
 4-5   - TrafficLevel&lt;br /&gt;
&lt;br /&gt;
The LinkCount defines the number of enties incrementing from the LinkID. The TrafficLevel uses 4 steps:&lt;br /&gt;
0 = full&lt;br /&gt;
1 = high&lt;br /&gt;
2 = medium&lt;br /&gt;
3 = low&lt;br /&gt;
 &lt;br /&gt;
 A    06    - Road-Blocks&lt;br /&gt;
 B    07    - Boats&lt;br /&gt;
 C    08    - Emergency Vehicles only&lt;br /&gt;
 D    09    - zero/unused&lt;br /&gt;
 E    10    - unknown, grove house entrance paths ?&lt;br /&gt;
 F    11    - zero/unused&lt;br /&gt;
 G    12    - Is not Highway&lt;br /&gt;
 H    13    - Is Highway (ignored for PED-Nodes and never 11 or 00 for Cars!)&lt;br /&gt;
 I    14    - zero&lt;br /&gt;
 J    15    - zero&lt;br /&gt;
 K-M  16-19 - spawn probability (0x00 to 0x0F){{ref|1}}&lt;br /&gt;
 O    20    - RoadBlock?&lt;br /&gt;
 P    21    - Parking&lt;br /&gt;
 Q    22    - zero&lt;br /&gt;
 R    23    - RoadBlock?&lt;br /&gt;
 &lt;br /&gt;
  24-31 - zero (unused)&lt;br /&gt;
&lt;br /&gt;
The following ''statistics on flag usage'', grouped by path type, might be useful for further research:&lt;br /&gt;
&lt;br /&gt;
    | Peds           | Cars           | #&lt;br /&gt;
 #  | 37650          | 30587          | --&lt;br /&gt;
 A  | 0              | 391 (1.28%)    | 391&lt;br /&gt;
 B  | 0              | 1596 (5.22%)   | 1596&lt;br /&gt;
 C  | 6019 (15.99%)  | 7669 (25.08%)  | 13688&lt;br /&gt;
 D  | 0              | 0              | 0&lt;br /&gt;
 E  | 17 (0.05%)     | 0              | 17&lt;br /&gt;
 F  | 0              | 0              | 0&lt;br /&gt;
 G  | 0              | 27936 (91.33%) | 27936&lt;br /&gt;
 H  | 0              | 2539 (8.3%)    | 2539&lt;br /&gt;
 I  | 0              | 0              | 0&lt;br /&gt;
 J  | 0              | 0              | 0&lt;br /&gt;
 K  | 37646 (99.98%) | 30582 (99.98%) | 68228&lt;br /&gt;
 L  | 36676 (97.41%) | 30141 (98.54%) | 66817&lt;br /&gt;
 M  | 36676 (97.41%) | 30136 (98.52%) | 66812&lt;br /&gt;
 N  | 36607 (97.22%) | 30046 (98.23%) | 66653&lt;br /&gt;
 O  | 0              | 8 (0.03%)      | 8&lt;br /&gt;
 P  | 0              | 215 (0.7%)     | 215&lt;br /&gt;
 Q  | 0              | 0              | 0&lt;br /&gt;
 R  | 0              | 16 (0.05%)     | 16&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Each record has a size of '''14 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Espacially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 4b - INT16[2] - Position (XY), see below&lt;br /&gt;
 2b - UINT16   - Area ID&lt;br /&gt;
 2b - UINT16   - Node ID&lt;br /&gt;
 2b - INT8[2]  - Direction (XY), see below&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Position: This is the position of the navi node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''2 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - lower 10 bit are the Navi Node ID, upper 6 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
Please note that this limits the number of Navi Nodes (i.e. vehicle path segments) to '''1024''' per area file and the number of files/areas to '''64'''!&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
==File format of fastman92 path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
Go here to see the C++ structures used in new format of path file: http://pastebin.com/7hpLZmJJ&lt;br /&gt;
&lt;br /&gt;
====Compressed vector====&lt;br /&gt;
Compressed vector is the way to save some memory in GTA games. It's a structure with __int16 values of x, y, z coordinates.&lt;br /&gt;
GTA uses accuracy of 8 parts per whole number.&lt;br /&gt;
To convert __int16 or __int32 value back into float value, you have to cast it into float value, then divide by 8.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int16 x;&lt;br /&gt;
    signed __int16 y;&lt;br /&gt;
    signed __int16 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Extended version of CompressedVector is used in new format of path files. __int16 values were replaced into __int32 values.&lt;br /&gt;
__int16 was making a limit of (-2^15/8 = -4096) to ((2^15) - 1) / 8 = 4 095,875&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector_extended&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int32 x;&lt;br /&gt;
    signed __int32 y;&lt;br /&gt;
    signed __int32 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
====Node address====&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CNodeAddress&lt;br /&gt;
 {&lt;br /&gt;
   unsigned __int16 areaId;&lt;br /&gt;
   unsigned __int16 nodeId;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Node address structure hold area ID and node ID.&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file..&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - is different format? Should have a value of 0xFFFFFFFF&lt;br /&gt;
 4b - UINT32 - format, should have a value &amp;quot;FM92&amp;quot;&lt;br /&gt;
 1b - UINT8 - n, size of nickname&lt;br /&gt;
 char[n] - nickname, should have a value ( &amp;quot;\x00&amp;quot; &amp;quot;fastman92&amp;quot; &amp;quot;\x00&amp;quot; )&lt;br /&gt;
 4b - UINT32 - format version, should have a value &amp;quot;VER2&amp;quot;&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Size of CPathNode_extended equals to '''40 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CPathNode *m_pPrev;&lt;br /&gt;
   CPathNode **m_ppNext;&lt;br /&gt;
   CompressedVector m_posn;  // deprecated field&lt;br /&gt;
   __int16 m_wSearchList;&lt;br /&gt;
   __int16 m_wConnectedNodesStartId;&lt;br /&gt;
   __int16 m_wAreaId;&lt;br /&gt;
   __int16 m_wNodeId;&lt;br /&gt;
   char m_nPathWidth;&lt;br /&gt;
   char m_nNodeType;&lt;br /&gt;
   char m_dwFlags[4];&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
  &lt;br /&gt;
 struct CPathNode_extended : public CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CompressedVector_extended m_extended_posn;&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Size of CCarPathLink_extended equals to '''22 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Especially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
   __int16 posX;  // deprecated field&lt;br /&gt;
   __int16 posY;  // deprecated field&lt;br /&gt;
   CNodeAddress info;&lt;br /&gt;
   char dirX;&lt;br /&gt;
   char dirY;&lt;br /&gt;
   char m_nPathNodeWidth;&lt;br /&gt;
   char m_nFlags[2];&lt;br /&gt;
   char field_D;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
 &lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink_extended : public CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
  signed __int32 extended_posX;&lt;br /&gt;
  signed __int32 extended_posY;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
;Extended position: This is the position of the navi node in world coordinates. To convert the signed dwords to floating point values divide them by 8.&lt;br /&gt;
&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''4 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - lower 16 bit are the Navi Node ID, upper 16 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
===EOF===&lt;br /&gt;
Path file should be terminated by a DWORD value &amp;quot;EOF&amp;quot;. Otherwise, it's considered invalid.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - Last value of path file - &amp;quot;EOF&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tools &amp;amp;amp; Scripts==&lt;br /&gt;
&lt;br /&gt;
* {{GTAG|1093|SA Path Editor (WIP)}} by {{U|JGuntherS@NL}} &amp;amp;ndash; Only useful for editing existing path data.&lt;br /&gt;
* {{GTAF|post|214901|3841297|Path Compiler (WIP)}} by {{U|ocram88}} &amp;amp;ndash; Allows to create linear ped paths by generating waypoints from inside the game.&lt;br /&gt;
* {{GTAF|post|214901|3936074|Path Tool (WIP)}} by {{U|steve-m}} &amp;amp;ndash; Comes bundled with a MaxScript to export ped and vehicle paths from Max (by using spline shapes).&lt;br /&gt;
* {{GTAF|295628|APE v1.1}} by {{U|Aschratt}} &amp;amp;ndash; Based on a memhack and including a decompiler it is possible to add path to the existing or to create completely new from ingame!&lt;br /&gt;
* {{GTAF|283684|Path Script}} &amp;amp;ndash; a script by {{U|Deniska}} for 3DSMax that creates path files directly.&lt;br /&gt;
* {{GTAF|392955|PathViewer}} &amp;amp;ndash; a tool by {{U|Aschratt}} which allows to view paths and highlight nodes with special flags in 3D.&lt;br /&gt;
* {{GTAF|733982|fastman92 limit adjuster}} &amp;amp;ndash; Limit adjuster by {{U|fastman92}} which allows to increase the path limits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|214901|Compiled Path Nodes}} &amp;amp;ndash; original discussion thread&lt;br /&gt;
* {{note|1}} {{GTAF|post|93990|3813170|Paths Documentation for SA, VC and GTA3}}&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14775</id>
		<title>Paths (GTA SA)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths_(GTA_SA)&amp;diff=14775"/>
		<updated>2015-08-13T15:11:02Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 64 &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in &amp;lt;code&amp;gt;gta3.img&amp;lt;/code&amp;gt; (or any other [[archive]]) contain the vehicle and ped paths and related information for [[GTA SA]]. There's a file for every 750&amp;amp;times;750 [[unit]] square, starting at the south-west corner (-3000, -3000) in [[Wikipedia:row-major order|row-major order]].&lt;br /&gt;
&lt;br /&gt;
However paths for planes and trains are not stored in the node-files. Nodes exist in any of the game's interiors and can only be influenced through SCM using the opcodes [[01EB|01EB]] and [[03DE|03DE]].&lt;br /&gt;
Trains are using paths in the tracks(1-4).dat and there are also paths for several missions and concrete cars. These paths are &amp;lt;code&amp;gt;[[Carrec|carrec's]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Usually cars and pedestriants are using nodes if they are not linked to an [[SCM]] or an carrec path in any way.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
&lt;br /&gt;
It is believed that these files were generated by some sort of path compiler during development of the game, and represent the processing-friendly binary data structures otherwise generated at runtime by previous versions of the game from files like &amp;lt;code&amp;gt;[[Item_Placement#PATH|paths.ipl]]&amp;lt;/code&amp;gt; and related. These files are still present in SA, but unused.&lt;br /&gt;
&lt;br /&gt;
Since the built-in path compiler has apparently been removed from the game code or at least made nonfunctional, custom tools and techniques are required to generate new paths for SA.&lt;br /&gt;
&lt;br /&gt;
Node files are streamed by the game &amp;amp;mdash; only the active area and those surrounding it are loaded at a time. Thus corrupt files only lead to a game crash when the player enters the specific area.&lt;br /&gt;
&lt;br /&gt;
The separate &amp;lt;code&amp;gt;nodes*.dat&amp;lt;/code&amp;gt; files in the &amp;lt;code&amp;gt;data\paths\&amp;lt;/code&amp;gt; directory are ignored by the game.&lt;br /&gt;
&lt;br /&gt;
==File format of standard path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file. It has a size of '''20 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Each node entry has a size of '''28 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32   - Mem Address, ''unused''&lt;br /&gt;
 4b - UINT32   - always zero, ''unused''&lt;br /&gt;
 6b - INT16[3] - Position (XYZ), see below&lt;br /&gt;
 2b - INT16    - heuristic path cose, always 0x7FFE, left over from gta vice city&lt;br /&gt;
 2b - UINT16   - Link ID&lt;br /&gt;
 2b - UINT16   - Area ID (same as in filename)&lt;br /&gt;
 2b - UINT16   - Node ID (increments by 1)&lt;br /&gt;
 1b - UINT8    - Path Width&lt;br /&gt;
 1b - UINT8    - Node Type&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Mem Address: These might have been pointers to path segment structures inside R*'s path compiler. Apparently they are ignored by the game and can be set to zero.&lt;br /&gt;
;Position: This is the position of the node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Link ID: Index into sections 3, 5 and 6; used to find adjacent nodes.&lt;br /&gt;
;Area ID and Node ID: Informational data, probably only used by the path generator. Area ID is always the same as the number in the filename, and Node ID is used to identify the node.&lt;br /&gt;
;Path Width: This is used to modify the width of a path. The default value is 0 (zero). To convert the signed word to a floating point value divide it by 8 ''(unconfirmed)''.&lt;br /&gt;
;Node Type: Defines some kind of group for the nodes. For vehicle nodes a value of 1 is for cars, 2 is for boats and higher values are for race tracks and other mission applications. For ped nodes there seems to be a distinct ID per village/city/area.&lt;br /&gt;
;Flags: The first 4 bits define the number of links to adjacent nodes. The other bits are used to characterize node behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
''Node flag bits, from low to high:''&lt;br /&gt;
&lt;br /&gt;
 0-3   - Link Count&lt;br /&gt;
 4-5   - TrafficLevel&lt;br /&gt;
&lt;br /&gt;
The LinkCount defines the number of enties incrementing from the LinkID. The TrafficLevel uses 4 steps:&lt;br /&gt;
0 = full&lt;br /&gt;
1 = high&lt;br /&gt;
2 = medium&lt;br /&gt;
3 = low&lt;br /&gt;
 &lt;br /&gt;
 A    06    - Road-Blocks&lt;br /&gt;
 B    07    - Boats&lt;br /&gt;
 C    08    - Emergency Vehicles only&lt;br /&gt;
 D    09    - zero/unused&lt;br /&gt;
 E    10    - unknown, grove house entrance paths ?&lt;br /&gt;
 F    11    - zero/unused&lt;br /&gt;
 G    12    - Is not Highway&lt;br /&gt;
 H    13    - Is Highway (ignored for PED-Nodes and never 11 or 00 for Cars!)&lt;br /&gt;
 I    14    - zero&lt;br /&gt;
 J    15    - zero&lt;br /&gt;
 K-M  16-19 - spawn probability (0x00 to 0x0F){{ref|1}}&lt;br /&gt;
 O    20    - RoadBlock?&lt;br /&gt;
 P    21    - Parking&lt;br /&gt;
 Q    22    - zero&lt;br /&gt;
 R    23    - RoadBlock?&lt;br /&gt;
 &lt;br /&gt;
  24-31 - zero (unused)&lt;br /&gt;
&lt;br /&gt;
The following ''statistics on flag usage'', grouped by path type, might be useful for further research:&lt;br /&gt;
&lt;br /&gt;
    | Peds           | Cars           | #&lt;br /&gt;
 #  | 37650          | 30587          | --&lt;br /&gt;
 A  | 0              | 391 (1.28%)    | 391&lt;br /&gt;
 B  | 0              | 1596 (5.22%)   | 1596&lt;br /&gt;
 C  | 6019 (15.99%)  | 7669 (25.08%)  | 13688&lt;br /&gt;
 D  | 0              | 0              | 0&lt;br /&gt;
 E  | 17 (0.05%)     | 0              | 17&lt;br /&gt;
 F  | 0              | 0              | 0&lt;br /&gt;
 G  | 0              | 27936 (91.33%) | 27936&lt;br /&gt;
 H  | 0              | 2539 (8.3%)    | 2539&lt;br /&gt;
 I  | 0              | 0              | 0&lt;br /&gt;
 J  | 0              | 0              | 0&lt;br /&gt;
 K  | 37646 (99.98%) | 30582 (99.98%) | 68228&lt;br /&gt;
 L  | 36676 (97.41%) | 30141 (98.54%) | 66817&lt;br /&gt;
 M  | 36676 (97.41%) | 30136 (98.52%) | 66812&lt;br /&gt;
 N  | 36607 (97.22%) | 30046 (98.23%) | 66653&lt;br /&gt;
 O  | 0              | 8 (0.03%)      | 8&lt;br /&gt;
 P  | 0              | 215 (0.7%)     | 215&lt;br /&gt;
 Q  | 0              | 0              | 0&lt;br /&gt;
 R  | 0              | 16 (0.05%)     | 16&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Each record has a size of '''14 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Espacially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 4b - INT16[2] - Position (XY), see below&lt;br /&gt;
 2b - UINT16   - Area ID&lt;br /&gt;
 2b - UINT16   - Node ID&lt;br /&gt;
 2b - INT8[2]  - Direction (XY), see below&lt;br /&gt;
 4b - UINT32   - Flags&lt;br /&gt;
&lt;br /&gt;
;Position: This is the position of the navi node in world coordinates. To convert the signed words to floating point values divide them by 8.&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''2 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - lower 10 bit are the Navi Node ID, upper 6 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
Please note that this limits the number of Navi Nodes (i.e. vehicle path segments) to '''1024''' per area file and the number of files/areas to '''64'''!&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
==File format of fastman92 path file==&lt;br /&gt;
&lt;br /&gt;
Each file starts with a header, followed by 7 distinct sections.&lt;br /&gt;
&lt;br /&gt;
Paths are stored as double-linked (thus undirected) [[Wikipedia:graph theory|graphs]] in [[Wikipedia:adjacency list|adjacency list]] representation. There can be connections between separate areas.&lt;br /&gt;
&lt;br /&gt;
The following data types and structures are used within this article:&lt;br /&gt;
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''&lt;br /&gt;
* '''INT16/UINT16''' - signed/unsigned 16 bit integer ''(2 byte)''&lt;br /&gt;
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''&lt;br /&gt;
* '''FLOAT''' - single precision floating point number ''(4 byte)''&lt;br /&gt;
&lt;br /&gt;
===Structures===&lt;br /&gt;
Go here to see the C++ structures used in new format of path file: http://pastebin.com/7hpLZmJJ&lt;br /&gt;
&lt;br /&gt;
====Compressed vector====&lt;br /&gt;
Compressed vector is the way to save some memory in GTA games. It's a structure with __int16 values of x, y, z coordinates.&lt;br /&gt;
GTA uses accuracy of 8 parts per whole number.&lt;br /&gt;
To convert __int16 or __int32 value back into float value, you have to cast it into float value, then divide by 8.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int16 x;&lt;br /&gt;
    signed __int16 y;&lt;br /&gt;
    signed __int16 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Extended version of CompressedVector is used in new format of path files. __int16 values were replaced into __int32 values.&lt;br /&gt;
__int16 was making a limit of (-2^15/8 = -4096) to ((2^15) - 1) / 8 = 4 095,875&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 class CompressedVector_extended&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
    signed __int32 x;&lt;br /&gt;
    signed __int32 y;&lt;br /&gt;
    signed __int32 z;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
====Node address====&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CNodeAddress&lt;br /&gt;
 {&lt;br /&gt;
   unsigned __int16 areaId;&lt;br /&gt;
   unsigned __int16 nodeId;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
Node address structure hold area ID and node ID.&lt;br /&gt;
&lt;br /&gt;
===Header===&lt;br /&gt;
&lt;br /&gt;
The header contains information about the content of the various sections in the file..&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - is different format? Should have a value of 0xFFFFFFFF&lt;br /&gt;
 4b - UINT32 - format, should have a value &amp;quot;FM92&amp;quot;&lt;br /&gt;
 1b - UINT8 - n, size of nickname&lt;br /&gt;
 char[n] - nickname, should have a value ( &amp;quot;\x00&amp;quot; &amp;quot;fastman92&amp;quot; &amp;quot;\x00&amp;quot; )&lt;br /&gt;
 4b - UINT32 - format version, should have a value &amp;quot;VER2&amp;quot;&lt;br /&gt;
 4b - UINT32 - number of nodes (section 1)&lt;br /&gt;
 4b - UINT32 - number of vehicle nodes (section 1a)&lt;br /&gt;
 4b - UINT32 - number of ped nodes (section 1b)&lt;br /&gt;
 4b - UINT32 - number of navi nodes (section 2)&lt;br /&gt;
 4b - UINT32 - number of links (section 3/5/6)&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Sections related to links (3/5/6) have the same number of entries. These entries belong together and can be treated as one record by editors.&lt;br /&gt;
&lt;br /&gt;
===Section 1 - Path Nodes===&lt;br /&gt;
&lt;br /&gt;
The first section contains the node data for the paths. They are grouped by type: the list of vehicle nodes (cars, boats, race tracks) is followed by the ped nodes. Size of CPathNode_extended equals to '''40 bytes'''.&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CPathNode *m_pPrev;&lt;br /&gt;
   CPathNode **m_ppNext;&lt;br /&gt;
   CompressedVector m_posn;  // deprecated field&lt;br /&gt;
   __int16 m_wSearchList;&lt;br /&gt;
   __int16 m_wConnectedNodesStartId;&lt;br /&gt;
   __int16 m_wAreaId;&lt;br /&gt;
   __int16 m_wNodeId;&lt;br /&gt;
   char m_nPathWidth;&lt;br /&gt;
   char m_nNodeType;&lt;br /&gt;
   char m_dwFlags[4];&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
  &lt;br /&gt;
 struct CPathNode_extended : public CPathNode&lt;br /&gt;
 {&lt;br /&gt;
   CompressedVector_extended m_extended_posn;&lt;br /&gt;
 };&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Path Node Flags====&lt;br /&gt;
&lt;br /&gt;
===Section 2 - Navi Nodes===&lt;br /&gt;
&lt;br /&gt;
The second section contains additional nodes, referred to as ''navigational nodes'' (navi nodes) in this article. Size of CCarPathLink_extended equals to '''22 bytes'''.&lt;br /&gt;
&lt;br /&gt;
Navi nodes are used to define additional information for vehicle path segments; they are not used by ped paths. They are usually positioned between two adjacent vehicle nodes on an interpolated curve.&lt;br /&gt;
&lt;br /&gt;
There may be bugs if you don't connect navi nodes correctly. The order to connect them is to check first which of the 2 linked nodes is 'higher'. That means which one has the higher node ID or area ID. The direction of linking is allways from higher to lower node. So the target node of the navi nodes is allways the lower node. (Especially on area boundaries!)&lt;br /&gt;
&lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
   __int16 posX;  // deprecated field&lt;br /&gt;
   __int16 posY;  // deprecated field&lt;br /&gt;
   CNodeAddress info;&lt;br /&gt;
   char dirX;&lt;br /&gt;
   char dirY;&lt;br /&gt;
   char m_nPathNodeWidth;&lt;br /&gt;
   char m_nFlags[2];&lt;br /&gt;
   char field_D;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
 &lt;br /&gt;
 #pragma pack(push, 1)&lt;br /&gt;
 struct CCarPathLink_extended : public CCarPathLink&lt;br /&gt;
 {&lt;br /&gt;
  signed __int32 extended_posX;&lt;br /&gt;
  signed __int32 extended_posY;&lt;br /&gt;
 };&lt;br /&gt;
 #pragma pack(pop)&lt;br /&gt;
&lt;br /&gt;
;Area ID and Node ID: These identify the target node a navi node is attached to.&lt;br /&gt;
;Direction: This is a normalized vector pointing towards above mentioned target node, thus defining the general direction of the path segment. The vector components are represented by signed bytes with values within the interval &amp;lt;nowiki&amp;gt;[-100, 100]&amp;lt;/nowiki&amp;gt;, which corresponds to floating point values &amp;lt;nowiki&amp;gt;[-1.0, 1.0]&amp;lt;/nowiki&amp;gt;.&lt;br /&gt;
;Extended position: This is the position of the navi node in world coordinates. To convert the signed dwords to floating point values divide them by 8.&lt;br /&gt;
&lt;br /&gt;
====Navi Node Flags====&lt;br /&gt;
These are used to characterize path segment behavior, for more information see the table below.&lt;br /&gt;
&lt;br /&gt;
  0- 7 - path node width, usually a copy of the linked node's path width (byte)&lt;br /&gt;
  8-10 - number of left lanes&lt;br /&gt;
 11-13 - number of right lanes&lt;br /&gt;
    14 - traffic light direction behavior&lt;br /&gt;
    15 - zero/unused&lt;br /&gt;
 16,17 - traffic light behavior&lt;br /&gt;
    18 - train crossing&lt;br /&gt;
 19-31 - zero/unused&lt;br /&gt;
&lt;br /&gt;
* Right (forward) and left (backward) lanes are relative to the direction vector.&lt;br /&gt;
* Experience has shown that navi nodes with attachments across area borders don't work too well. A possible solution is to attach them to the last instead of the next node, reverse the direction and exchange the lane numbers (if different) and other direction dependent flags. However, this will never work if previous, navi and next node are located in different areas each. '''(*)'''&lt;br /&gt;
* ''Traffic light behavior'' can be a value from 0 to 2, where 1 and 2 are related to North-South and West-East cycles for traffic light synchronization. &lt;br /&gt;
* The ''traffic light direction behavior'' is 1 if  the navi node has the same direction as the traffic light and 0 if the navi node points somewhere else.&lt;br /&gt;
&lt;br /&gt;
( ''(*)'' Gots clear after knowing how Navis are linked exactly. So you may use this but it is not obligation.)&lt;br /&gt;
&lt;br /&gt;
===Section 3 - Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent nodes, '''4 bytes''' per entry.&lt;br /&gt;
&lt;br /&gt;
 2b - UINT16 - Area ID&lt;br /&gt;
 2b - UINT16 - Node ID&lt;br /&gt;
&lt;br /&gt;
===Section 4 - Filler===&lt;br /&gt;
&lt;br /&gt;
This section hold data of constant size and content; its purpose is unknown. These '''768 bytes''' are filled with the repeating data pattern &amp;lt;code&amp;gt;0xFF,0xFF,0x00,0x00&amp;lt;/code&amp;gt; (192x), but this can be filled with zeros as well.&lt;br /&gt;
&lt;br /&gt;
===Section 5 - Navi Links===&lt;br /&gt;
&lt;br /&gt;
These are links to adjacent navi nodes, '''4 bytes''' per entry. For indices from ped nodes (in section 1b) these are zero (unused).&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - lower 16 bit are the Navi Node ID, upper 16 bit the corresponding Area ID&lt;br /&gt;
&lt;br /&gt;
===Section 6 - Link Lengths===&lt;br /&gt;
&lt;br /&gt;
These are the distances between linked nodes in full [[unit]]s, '''1 byte''' per entry. They are essential for path finding algorithms.&lt;br /&gt;
&lt;br /&gt;
 1b - UINT8 - Length&lt;br /&gt;
&lt;br /&gt;
===Section 7 - Path Intersection Flags===&lt;br /&gt;
This section consists of intersection flag values for each node address (i.e. node link).&lt;br /&gt;
 class CPathIntersectionInfo&lt;br /&gt;
 {&lt;br /&gt;
 public:&lt;br /&gt;
     unsigned char m_bRoadCross : 1;&lt;br /&gt;
     unsigned char m_bPedTrafficLight : 1;&lt;br /&gt;
 };&lt;br /&gt;
The size of section is equal to count of node addresses.&lt;br /&gt;
The section is followed by 192 bytes of unknown data.&lt;br /&gt;
&lt;br /&gt;
===EOF===&lt;br /&gt;
Path file should be terminated by a DWORD value &amp;quot;EOF&amp;quot;. Otherwise, it's considered invalid.&lt;br /&gt;
&lt;br /&gt;
 4b - UINT32 - Last value of path file - &amp;quot;EOF&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Tools &amp;amp;amp; Scripts==&lt;br /&gt;
&lt;br /&gt;
* {{GTAG|1093|SA Path Editor (WIP)}} by {{U|JGuntherS@NL}} &amp;amp;ndash; Only useful for editing existing path data.&lt;br /&gt;
* {{GTAF|post|214901|3841297|Path Compiler (WIP)}} by {{U|ocram88}} &amp;amp;ndash; Allows to create linear ped paths by generating waypoints from inside the game.&lt;br /&gt;
* {{GTAF|post|214901|3936074|Path Tool (WIP)}} by {{U|steve-m}} &amp;amp;ndash; Comes bundled with a MaxScript to export ped and vehicle paths from Max (by using spline shapes).&lt;br /&gt;
* {{GTAF|295628|APE v1.1}} by {{U|Aschratt}} &amp;amp;ndash; Based on a memhack and including a decompiler it is possible to add path to the existing or to create completely new from ingame!&lt;br /&gt;
* {{GTAF|283684|Path Script}} &amp;amp;ndash; a script by {{U|Deniska}} for 3DSMax that creates path files directly.&lt;br /&gt;
* {{GTAF|392955|PathViewer}} &amp;amp;ndash; a tool by {{U|Aschratt}} which allows to view paths and highlight nodes with special flags in 3D.&lt;br /&gt;
* {{GTAF|733982|fastman92 limit adjuster}} &amp;amp;ndash; Limit adjuster by {{U|fastman92}} which allows to increase the path limits.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|214901|Compiled Path Nodes}} &amp;amp;ndash; original discussion thread&lt;br /&gt;
* {{note|1}} {{GTAF|post|93990|3813170|Paths Documentation for SA, VC and GTA3}}&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=11182</id>
		<title>VC Limit Adjuster</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=11182"/>
		<updated>2012-12-29T17:23:47Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ToolBox&lt;br /&gt;
| version = 2.0 beta 6&lt;br /&gt;
| patrol  = no&lt;br /&gt;
| author  = {{Ui|steve-m}}, {{Ui|Andy80586}}, {{Ui|X-Seti}}&lt;br /&gt;
| game    = [[GTA VC]]&lt;br /&gt;
| site    = http://www.steve-m.com/&lt;br /&gt;
| image   = [[Image:Limit.png|250px|Limit Adjuster 2.0 beta 6]]&lt;br /&gt;
}}&lt;br /&gt;
'''VC Limit Adjuster''' is a tool created by {{U|steve-m}} until version 1.0 and updated by {{U|Andy80586}} that lets you change the [[hardcoded]] limitations in Vice City.&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| 45&lt;br /&gt;
| Memory allocated to stream&lt;br /&gt;
|-&lt;br /&gt;
| PtrNode&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| EntryInfoNode&lt;br /&gt;
| 3200&lt;br /&gt;
| Number of pickups, checkpoints and other pickable items you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Ped&lt;br /&gt;
| 140&lt;br /&gt;
| Number of actors you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Vehicles&lt;br /&gt;
| 110&lt;br /&gt;
| Number of cars that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| Buildings&lt;br /&gt;
| 7000&lt;br /&gt;
| Number of static object instances (IPL objects not defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| Treadables&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Objects&lt;br /&gt;
| 460&lt;br /&gt;
| Number of objects that can be created through the script (those objects defined in the first section of main.scm)&lt;br /&gt;
|-&lt;br /&gt;
| Dummys&lt;br /&gt;
| 2340&lt;br /&gt;
| Number of dynamic object instances (IPL lines of objects defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| AudioScriptObj&lt;br /&gt;
| 192&lt;br /&gt;
| Number of sounds that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| ColModel&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of collision models&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2.0 beta 6===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Section&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Boundaries&lt;br /&gt;
| W&lt;br /&gt;
| -2400&lt;br /&gt;
| West boundary of the game&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| E&lt;br /&gt;
| 1600&lt;br /&gt;
| East boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| N&lt;br /&gt;
| 2000&lt;br /&gt;
| North boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| S&lt;br /&gt;
| -2000&lt;br /&gt;
| South boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Z&lt;br /&gt;
| 80&lt;br /&gt;
| Maximum height for aircraft&lt;br /&gt;
|-&lt;br /&gt;
| IPLs&lt;br /&gt;
| DYN&lt;br /&gt;
| 2340&lt;br /&gt;
| Maximum number of [[Dynamic_Object|dynamic IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| STC&lt;br /&gt;
| 7000&lt;br /&gt;
| Maximum number of [[IPL#INST|static IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| DRW&lt;br /&gt;
| 300&lt;br /&gt;
| Farthest allowed distance for non-[[LOD]] map objects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| PTH&lt;br /&gt;
| Not available &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Map Limits&lt;br /&gt;
| IDE&lt;br /&gt;
| 3885&lt;br /&gt;
| Maximum number of [[IDE#OBJS|object definitions]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ID&lt;br /&gt;
| 6500&lt;br /&gt;
| Highest ID allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TXD&lt;br /&gt;
| 1385&lt;br /&gt;
| Maximum number of [[TXD|TXDs]] allowed in [[gta3.img]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2dfx&lt;br /&gt;
| 1210&lt;br /&gt;
| Maximum number of [[IDE#2DFX|2dfx objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TOBJ&lt;br /&gt;
| 385&lt;br /&gt;
| Maximum number of [[IDE#TOBJ|time-defined tobj objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| MB&lt;br /&gt;
| 45&lt;br /&gt;
| Total streaming memory allocation&lt;br /&gt;
|-&lt;br /&gt;
| Nodal Limits&lt;br /&gt;
| PTR&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ENT&lt;br /&gt;
| 3200&lt;br /&gt;
| Maximum number of entry info nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| COL&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of [[Collision_file|collision models]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| OBJ&lt;br /&gt;
| 460&lt;br /&gt;
| Maximum number of object pointers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.steve-m.com/downloads/tools/limitadjuster/ Steve's GTA Page] - VC Limit Adjuster 1.0&lt;br /&gt;
* [http://almost610.ucoz.com/load/vc_limit_adjuster_2_beta_6/1-1-0-1 Download link] - VC Limit Adjuster 2.0 Beta 6&lt;br /&gt;
* [http://www.gtagarage.com/mods/show.php?id=17334 GTA Garage Download link] - SOL Limits&lt;br /&gt;
* {{GTAF|106774|Release topic for v1.0}}&lt;br /&gt;
* {{GTAF|243513|Release topic for update}}&lt;br /&gt;
&lt;br /&gt;
{{VC-navi}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=11181</id>
		<title>VC Limit Adjuster</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=VC_Limit_Adjuster&amp;diff=11181"/>
		<updated>2012-12-29T17:22:39Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* SOL Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ToolBox&lt;br /&gt;
| version = 2.0 beta 6&lt;br /&gt;
| patrol  = no&lt;br /&gt;
| author  = {{Ui|steve-m}}, {{Ui|Andy80586}}, {{Ui|X-Seti}}&lt;br /&gt;
| game    = [[GTA VC]]&lt;br /&gt;
| site    = http://www.steve-m.com/&lt;br /&gt;
| image   = [[Image:Limit.png|250px|Limit Adjuster 2.0 beta 6]]&lt;br /&gt;
}}&lt;br /&gt;
'''VC Limit Adjuster''' is a tool created by {{U|steve-m}} until version 1.0 and updated by {{U|Andy80586}} that lets you change the [[hardcoded]] limitations in Vice City.&lt;br /&gt;
A more stable version of the tool (The Beta 6 version, to be exact) has been released by {{U|X-Seti}} called SOL Limits&lt;br /&gt;
&lt;br /&gt;
==Settings==&lt;br /&gt;
&lt;br /&gt;
===1.0===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| 45&lt;br /&gt;
| Memory allocated to stream&lt;br /&gt;
|-&lt;br /&gt;
| PtrNode&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| EntryInfoNode&lt;br /&gt;
| 3200&lt;br /&gt;
| Number of pickups, checkpoints and other pickable items you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Ped&lt;br /&gt;
| 140&lt;br /&gt;
| Number of actors you can create through the script&lt;br /&gt;
|-&lt;br /&gt;
| Vehicles&lt;br /&gt;
| 110&lt;br /&gt;
| Number of cars that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| Buildings&lt;br /&gt;
| 7000&lt;br /&gt;
| Number of static object instances (IPL objects not defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| Treadables&lt;br /&gt;
| 1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Objects&lt;br /&gt;
| 460&lt;br /&gt;
| Number of objects that can be created through the script (those objects defined in the first section of main.scm)&lt;br /&gt;
|-&lt;br /&gt;
| Dummys&lt;br /&gt;
| 2340&lt;br /&gt;
| Number of dynamic object instances (IPL lines of objects defined in object.dat)&lt;br /&gt;
|-&lt;br /&gt;
| AudioScriptObj&lt;br /&gt;
| 192&lt;br /&gt;
| Number of sounds that can be created through the script&lt;br /&gt;
|-&lt;br /&gt;
| ColModel&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of collision models&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===2.0 beta 6===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
! Section&lt;br /&gt;
! Item&lt;br /&gt;
! Default Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Boundaries&lt;br /&gt;
| W&lt;br /&gt;
| -2400&lt;br /&gt;
| West boundary of the game&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| E&lt;br /&gt;
| 1600&lt;br /&gt;
| East boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| N&lt;br /&gt;
| 2000&lt;br /&gt;
| North boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| S&lt;br /&gt;
| -2000&lt;br /&gt;
| South boundary&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Z&lt;br /&gt;
| 80&lt;br /&gt;
| Maximum height for aircraft&lt;br /&gt;
|-&lt;br /&gt;
| IPLs&lt;br /&gt;
| DYN&lt;br /&gt;
| 2340&lt;br /&gt;
| Maximum number of [[Dynamic_Object|dynamic IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| STC&lt;br /&gt;
| 7000&lt;br /&gt;
| Maximum number of [[IPL#INST|static IPL objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| DRW&lt;br /&gt;
| 300&lt;br /&gt;
| Farthest allowed distance for non-[[LOD]] map objects&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| PTH&lt;br /&gt;
| Not available &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Map Limits&lt;br /&gt;
| IDE&lt;br /&gt;
| 3885&lt;br /&gt;
| Maximum number of [[IDE#OBJS|object definitions]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ID&lt;br /&gt;
| 6500&lt;br /&gt;
| Highest ID allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TXD&lt;br /&gt;
| 1385&lt;br /&gt;
| Maximum number of [[TXD|TXDs]] allowed in [[gta3.img]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 2dfx&lt;br /&gt;
| 1210&lt;br /&gt;
| Maximum number of [[IDE#2DFX|2dfx objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| TOBJ&lt;br /&gt;
| 385&lt;br /&gt;
| Maximum number of [[IDE#TOBJ|time-defined tobj objects]] allowed&lt;br /&gt;
|-&lt;br /&gt;
| Streaming Memory&lt;br /&gt;
| MB&lt;br /&gt;
| 45&lt;br /&gt;
| Total streaming memory allocation&lt;br /&gt;
|-&lt;br /&gt;
| Nodal Limits&lt;br /&gt;
| PTR&lt;br /&gt;
| 50000&lt;br /&gt;
| Maximum number of pointer nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| ENT&lt;br /&gt;
| 3200&lt;br /&gt;
| Maximum number of entry info nodes&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| COL&lt;br /&gt;
| 4400&lt;br /&gt;
| Maximum number of [[Collision_file|collision models]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| OBJ&lt;br /&gt;
| 460&lt;br /&gt;
| Maximum number of object pointers&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.steve-m.com/downloads/tools/limitadjuster/ Steve's GTA Page] - VC Limit Adjuster 1.0&lt;br /&gt;
* [http://almost610.ucoz.com/load/vc_limit_adjuster_2_beta_6/1-1-0-1 Download link] - VC Limit Adjuster 2.0 Beta 6&lt;br /&gt;
* [http://www.gtagarage.com/mods/show.php?id=17334 GTA Garage Download link] - SOL Limits&lt;br /&gt;
* {{GTAF|106774|Release topic for v1.0}}&lt;br /&gt;
* {{GTAF|243513|Release topic for update}}&lt;br /&gt;
&lt;br /&gt;
{{VC-navi}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10946</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=10946"/>
		<updated>2012-06-09T08:14:26Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Ped 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;
struct 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;
&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;
* +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;
* +0x5C - [1 byte?] - model id&lt;br /&gt;
* +0x6C - ? - 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;
* +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;
* 0x69A60C - [float] - Cuban flame exhaust scale&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>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10922</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10922"/>
		<updated>2012-06-03T07:43:03Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Tools and scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
'''''Note:''' I (Swoorup) believe that the maximum value for this speed limit is 3 since its storage is limited to 2 bits''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Police Roadblock will only work if it is a Vehicle node with that Flag.''&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.''&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No flags&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Although 8 seems to be used in most of the boat paths, it does not do anything and its function is same as that of setting the flag to 0''&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, bIsCrossRoad, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note: ''' bIsCrossRoad is a boolean value which denotes if there is a cross road in the imaginary line joined by two nodes.&lt;br /&gt;
&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10916</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10916"/>
		<updated>2012-05-28T15:03:01Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
'''''Note:''' I (Swoorup) believe that the maximum value for this speed limit is 3 since its storage is limited to 2 bits''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Police Roadblock will only work if it is a Vehicle node with that Flag.''&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.''&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No flags&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Although 8 seems to be used in most of the boat paths, it does not do anything and its function is same as that of setting the flag to 0''&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, bIsCrossRoad, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note: ''' bIsCrossRoad is a boolean value which denotes if there is a cross road in the imaginary line joined by two nodes.&lt;br /&gt;
&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10915</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10915"/>
		<updated>2012-05-28T15:02:39Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
'''''Note:''' I (Swoorup) believe that the maximum value for this speed limit is 3 since its storage is limited to 2 bits''&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Police Roadblock will only work if it is a Vehicle node with that Flag.''&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.''&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No flags&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Although 8 seems to be used in most of the boat paths, it does not do anything and its function is same as that of setting the flag to 0''&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, bIsCrossRoad, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note: ''' bIsCrossRoad is a boolean value which denotes if there is a cross road in the imaginary line joined by two nodes.&lt;br /&gt;
&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10914</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10914"/>
		<updated>2012-05-28T14:59:34Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Police Roadblock will only work if it is a Vehicle node with that Flag.''&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.''&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Although 8 seems to be used in most of the boat paths, it does not do anything and its function is same as that of setting the flag to 0''&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, bIsCrossRoad, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note: ''' bIsCrossRoad is a boolean value which denotes if there is a cross road in the imaginary line joined by two nodes.&lt;br /&gt;
&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10901</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10901"/>
		<updated>2012-05-20T18:33:34Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Police Roadblock will only work if it is a Vehicle node with that Flag.''&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.''&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Although 8 seems to be used in most of the boat paths, it does not do anything and its function is same as that of setting the flag to 0''&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, staticPedNodeToggle, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note: ''' staticPedNodeToggle is specific to ped paths only. It can have only 2 values.&lt;br /&gt;
Set 0 to spawn the peds.&lt;br /&gt;
Set 1 to stop spawning peds.&lt;br /&gt;
''&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10900</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10900"/>
		<updated>2012-05-20T02:30:21Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Police Roadblock will only work if it is a Vehicle node with that Flag.''&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.''&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' Although 8 seems to be used in most of the boat paths, it does not do anything and its function is same as that of setting the flag to 0''&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note: ''' iunknown is specific to ped paths only and its function is unknown at the moment. It can have only two values 0 or 1.''&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10899</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10899"/>
		<updated>2012-05-20T02:22:46Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
iunknown is specific to ped paths only and its function is unknown at the moment. It can have only two values 0 or 1.&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10898</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10898"/>
		<updated>2012-05-20T02:22:14Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
iunknown is specific to ped paths only and is unknown at the moment. Its function is unknown at the moment. It can have only two values 0 or 1.&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10897</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10897"/>
		<updated>2012-05-19T08:04:13Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt; iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10896</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10896"/>
		<updated>2012-05-19T08:01:38Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
[code]iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate [/code]&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 Statistics for paths.ipl] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10895</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10895"/>
		<updated>2012-05-19T07:59:01Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function. It specifies the speed of NPC Vehicles travelling in the node&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The spawn frequency can range from 0.0 to 1.0&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
[code]iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate [/code]&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10894</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10894"/>
		<updated>2012-05-19T07:54:04Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Description of the Vice City paths system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
==Flags==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10893</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10893"/>
		<updated>2012-05-19T07:51:19Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Description of the Vice City paths system */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Flags ]]&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10892</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10892"/>
		<updated>2012-05-19T07:50:44Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
|}== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10891</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10891"/>
		<updated>2012-05-19T07:49:57Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Node Ignored By Traffic&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Restricted Node&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10890</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10890"/>
		<updated>2012-05-19T07:48:39Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;iNodeType, iNextNode, iunknown, fX, fY, fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate &amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10889</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10889"/>
		<updated>2012-05-19T07:47:49Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&lt;br /&gt;
iNodeType, iNextNode, iunknown, fX, fY, float fZ, fMedian, dwLeftLanes, dwRightLanes, dwSpeedLimit, dwFlags, fSpawnRate&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Map_system&amp;diff=10888</id>
		<title>Map system</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Map_system&amp;diff=10888"/>
		<updated>2012-05-16T04:36:08Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* See also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article describes the most important aspects of the GTA '''map system'''. It gives an overview over different files and which role they play for the game. Also it describes general information about the game.&lt;br /&gt;
&lt;br /&gt;
=== Coordinate system ===&lt;br /&gt;
All ''Grand Theft Auto'' games use the same coordinate system rules. Unlike [[wikipedia:DirectX|DirectX]] or [[wikipedia:OpenGL|OpenGL]] standard coordinate systems, a location in the game world gets defined by an east-west, north-south and a height information where the axis are:&lt;br /&gt;
&lt;br /&gt;
* '''X''' &amp;amp;ndash; east-west direction&lt;br /&gt;
* '''Y''' &amp;amp;ndash; north-south direction&lt;br /&gt;
* '''Z''' &amp;amp;ndash; height information&lt;br /&gt;
&lt;br /&gt;
== Map file types ==&lt;br /&gt;
=== Map listing file ===&lt;br /&gt;
'' See main article: [[gta.dat]] ''&lt;br /&gt;
&lt;br /&gt;
The map listing file is the first one to get loaded by the game, if a new game is started. It stores information about the files that define the map itself. Each file that defines a part of the map needs to be defined inside this file.&lt;br /&gt;
&lt;br /&gt;
=== Images ===&lt;br /&gt;
'' See main article: [[IMG]] ''&lt;br /&gt;
&lt;br /&gt;
Images are collections of different files for GTA. Since the [[model]]s and [[texture]]s are streamed to reduce the memory the game allocates they need to be loaded every time they are shown and not yet inside the memory. Files are combined to [[archive]]s to reduce the amount of processor and hard drive access time that comes with opening a file.&lt;br /&gt;
&lt;br /&gt;
=== Item definition ===&lt;br /&gt;
'' See main article: [[IDE]] ''&lt;br /&gt;
&lt;br /&gt;
Item definition files are holding information about the appearance of a model inside the game.&lt;br /&gt;
&lt;br /&gt;
An [[OBJS|object]] typically gets defined by an unique index, a model file, a texture archive file, draw distance information and appearance flags. GTA also allows to define additional information for special objects (like [[TOBJ|time controlled]] or [[ANIM|animated]] objects). Once defined an object can be placed multiple times. &lt;br /&gt;
&lt;br /&gt;
To easily address objects every ''definition'' gets an unique index. The index range is different for each game and cannot be increased. It defines the size of the ''object definition pool'' &amp;amp;ndash; a structure holding all item definitions after the game has loaded all ''IDE files''.&lt;br /&gt;
&lt;br /&gt;
=== Item placement ===&lt;br /&gt;
'' See main article: [[IPL]] ''&lt;br /&gt;
&lt;br /&gt;
Item placement file store locations of (previously defined) objects or other aspects like [[ZONE|map zones]], [[CULL|culling zones]] or [[GRGE|garages]].&lt;br /&gt;
&lt;br /&gt;
Just as item definitions are limited by an [[hardcoded]] index range, map placements are limited to map boundaries which differs in each game.&lt;br /&gt;
&lt;br /&gt;
==== Streaming IPLs ====&lt;br /&gt;
''San Andreas'' also makes use [[IPL#Binary_format|streaming or binary item placement files]]. The game searches for streaming IPLs for each plain-text IPL file it loads inside the image files. Those binary item placement files are called just like their &amp;quot;parent&amp;quot; files with the additional &amp;quot;&amp;lt;code&amp;gt;_streamXX&amp;lt;/code&amp;gt;&amp;quot; in front of the file extension. '''XX''' represents an incrementing number what means there can be multiple streaming files for one IPL file.&lt;br /&gt;
&lt;br /&gt;
Some pseudo-code algorithm searching for streaming files could look like this:&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;void setupStreamsForItemPlacementFile(IPLFile* pSourceFile)&lt;br /&gt;
{&lt;br /&gt;
	// Pointer to the streaming item placement file&lt;br /&gt;
	IPLFile* pStreamFile(NULL);&lt;br /&gt;
	// Number of the current streaming file, starting with 0&lt;br /&gt;
	DWORD dwCurrentStream(0);&lt;br /&gt;
&lt;br /&gt;
	// Search for streams inside an global image file pool as long as there are some&lt;br /&gt;
	// The method builds up the file name somehow like this:&lt;br /&gt;
	// sprintf(buffer, &amp;quot;%s_stream%d.ipl&amp;quot;, pSourceFile-&amp;gt;fileName, dwCurrentStream);&lt;br /&gt;
	while ((pStreamFile = searchForStreamingFile(pSourceFile, dwCurrentStream)) != NULL)&lt;br /&gt;
	{&lt;br /&gt;
		// Extent the current item placement file&lt;br /&gt;
		pSourceFile-&amp;gt;extendItemPlacementFile(pStreamFile);&lt;br /&gt;
		dwCurrentStream++;&lt;br /&gt;
	}&lt;br /&gt;
}&amp;lt;/source&amp;gt; However it is important that streaming files extent their base files since [[LOD]] indices are relative to the first index inside the original non-binary file.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Paths]]&lt;br /&gt;
* [[LOD|Level of detail]]&lt;br /&gt;
* [[VC Limit Adjuster]]&lt;br /&gt;
* [[SA Limit Adjuster]]&lt;br /&gt;
* [http://www.gtagarage.com/mods/show.php?id=9606 VC Map Cleaner] By Swoorup&lt;br /&gt;
&lt;br /&gt;
{{N|4|SA|VC}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]]&lt;br /&gt;
[[Category:GTA 3]]&lt;br /&gt;
[[Category:GTA LCS]]&lt;br /&gt;
[[Category:GTA VCS]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10887</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10887"/>
		<updated>2012-05-15T11:20:14Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&lt;br /&gt;
 Path Type, Joins to Next Node, 0, X, Y, Z, Median, Number of Left Lanes, Number of Right Lanes, Flag1, Flag2, Flag3&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10886</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10886"/>
		<updated>2012-05-15T11:19:53Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&lt;br /&gt;
 Path Type, Joins to Next Node, 0, X, Y, Z, Median, Number of Left Lanes, Number of Right Lanes, Flag1, Flag2, Flag3&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=1856773 paths.ipl statistics for researching] &amp;amp;ndash; by {{U|Steve-m|}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10885</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10885"/>
		<updated>2012-05-15T10:57:39Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&lt;br /&gt;
 Path Type, Joins to Next Node, 0, X, Y, Z, Median, Number of Left Lanes, Number of Right Lanes, Flag1, Flag2, Flag3&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
* {{GTAF|490426|In-Game Paths Maker}} &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=93990&amp;amp;view=findpost&amp;amp;p=4027008 Flags description] &amp;amp;ndash; by {{U|AK-73}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10713</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=10713"/>
		<updated>2012-03-09T06:14:47Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &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;
* 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;
&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;
* 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;
&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;
; 0x9750B6: Directory where to look for Save Game [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;
&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 {&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 {&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;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&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;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&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;
* +0x5C - [1 byte] - model ID&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;
* +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;
* +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;
* +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;
* +0x5C - [1 byte?] - model id&lt;br /&gt;
* +0x6C - ? - 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;
* +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;
* 0x69A60C - [float] - Cuban flame exhaust scale&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>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10657</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=10657"/>
		<updated>2012-02-25T15:26:35Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Miscellaneous */&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;
* 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;
&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;
* 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 x&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution y&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;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&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;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&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;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&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;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&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;
* +0x5C - [1 byte] - model ID&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;
* +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;
* +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 tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&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;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&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;
* +0x5C - [1 byte?] - model id&lt;br /&gt;
* +0x6C - ? - 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;
* +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;
* 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;
* 0x69A60C - [float] - Cuban flame exhaust scale&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>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10656</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=10656"/>
		<updated>2012-02-25T15:25:06Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Miscellaneous */&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;
* 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;
&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;
* 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 x&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution y&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;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&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;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&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;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&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;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&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;
* +0x5C - [1 byte] - model ID&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;
* +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;
* +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 tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&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;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&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;
* +0x5C - [1 byte?] - model id&lt;br /&gt;
* +0x6C - ? - 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;
* +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;
* 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;
* 0x69A60C - [float] - Cuban flame exhaust scale&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. The unit is in second and the value is always one&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>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10655</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=10655"/>
		<updated>2012-02-25T14:44:17Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Player 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;
* 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;
&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;
* 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 x&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution y&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;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&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;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&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;
==Ped block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)&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;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&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;
* +0x5C - [1 byte] - model ID&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;
* +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;
* +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 tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&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;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&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;
* +0x5C - [1 byte?] - model id&lt;br /&gt;
* +0x6C - ? - 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;
* +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;
* 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;
* 0x69A60C - [float] - Cuban flame exhaust scale&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;
* 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>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10654</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=10654"/>
		<updated>2012-02-25T14:43:19Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Display */&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;
* 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;
&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;
* 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 x&lt;br /&gt;
* 0xA0FD08 - [DWORD] - resolution y&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;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&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;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&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;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&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;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&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;
* +0x5C - [1 byte] - model ID&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;
* +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;
* +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 tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&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;
* +0x5CC - [1 byte] - car burnout&lt;br /&gt;
&lt;br /&gt;
==Entity Block==&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;
* +0x5C - [1 byte?] - model id&lt;br /&gt;
* +0x6C - ? - 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;
* +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;
* 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;
* 0x69A60C - [float] - Cuban flame exhaust scale&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;
* 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>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10345</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10345"/>
		<updated>2011-11-19T04:16:41Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{IplSection}}&lt;br /&gt;
[[Paths]] in [[Vice City]] are grouped into nodes, each with at most 12 sub-nodes. The group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other. There are two kinds of links:&lt;br /&gt;
* internal links &amp;amp;ndash; connecting nodes within the same group.&lt;br /&gt;
* external links &amp;amp;ndash; connecting nodes over two different groups.&lt;br /&gt;
&lt;br /&gt;
== Description of the Vice City paths system ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment (another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. {{ref|1}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
&lt;br /&gt;
 Path Type, Joins to Next Node, 0, X, Y, Z, Median, Number of Left Lanes, Number of Right Lanes, Flag1, Flag2, Flag3&lt;br /&gt;
&lt;br /&gt;
== Tools and scripts ==&lt;br /&gt;
* {{note|1}} [http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] &amp;amp;ndash; by {{GTAF|profile|146289|Maxorator}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Description of the Vice City paths format] &amp;amp;ndash; by {{U|Cerbera}}&lt;br /&gt;
* [http://www.gtaforums.com/index.php?showtopic=490426 In-Game Paths Maker for VC] &amp;amp;ndash; by {{U|Swoorup}}&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Function_Memory_Addresses_(VC)&amp;diff=10344</id>
		<title>Function Memory Addresses (VC)</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Function_Memory_Addresses_(VC)&amp;diff=10344"/>
		<updated>2011-11-19T04:12:04Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* No Category */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contains some stuff from [http://squiddy.marway.org/gta/mods/functions.txt Squiddy's Functions] &amp;amp; [http://gtaconnection.net/files/modelingman/vcfunc.htm Modelingman's Functions].&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
; 004A6510&lt;br /&gt;
: &amp;lt;code&amp;gt;RenderEffects&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004A6190&lt;br /&gt;
: &amp;lt;code&amp;gt;Render2DStuff&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004A69D0&lt;br /&gt;
: &amp;lt;code&amp;gt;LoadingScreen&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004A68A0&lt;br /&gt;
: &amp;lt;code&amp;gt;LoadingIslandScreen&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00557320&lt;br /&gt;
: &amp;lt;code&amp;gt;CHud::Draw&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==CHeli==&lt;br /&gt;
; 005AC50E&lt;br /&gt;
: &amp;lt;code&amp;gt;CHeli::DrawCoronas (( CEntity* ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005acda0&lt;br /&gt;
: &amp;lt;code&amp;gt;CHeli::Process (( void ))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Render==&lt;br /&gt;
; 00574790&lt;br /&gt;
: &amp;lt;code&amp;gt;CSpecialFX::Render&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0056CC40&lt;br /&gt;
: &amp;lt;code&amp;gt;CShadows::RenderStoredShadows&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0056C690&lt;br /&gt;
: &amp;lt;code&amp;gt;CShadows::RenderStaticShadows&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00567F20&lt;br /&gt;
: &amp;lt;code&amp;gt;CRubbish::Render&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005608C0&lt;br /&gt;
: &amp;lt;code&amp;gt;CParticle::Render&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005729F0&lt;br /&gt;
: &amp;lt;code&amp;gt;CBulletTraces::Render&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00570DA0&lt;br /&gt;
: &amp;lt;code&amp;gt;C3dMarker::RenderArrow&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00570BA0&lt;br /&gt;
: &amp;lt;code&amp;gt;C3dMarker::Render&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00543500&lt;br /&gt;
: &amp;lt;code&amp;gt;CCoronas::Render&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mission Script==&lt;br /&gt;
; 00451010&lt;br /&gt;
: &amp;lt;code&amp;gt;COpcode::GetParameters&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==No Category==&lt;br /&gt;
; 00441F70&lt;br /&gt;
: &amp;lt;code&amp;gt;DeactivateSlowMotion&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D5170&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeaponInfo:GetFireType&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00541570&lt;br /&gt;
: &amp;lt;code&amp;gt;CRGBA::CRGBA&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005F9EE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CMusicManager::DisplayRadioStationName&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00487200&lt;br /&gt;
: &amp;lt;code&amp;gt;CDebug::DebugDisplayTextBuffer&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0042A650&lt;br /&gt;
: &amp;lt;code&amp;gt;CDarkel::Update&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00429FD0&lt;br /&gt;
: &amp;lt;code&amp;gt;CDarkel::ReadStatus&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0042A7A0&lt;br /&gt;
: &amp;lt;code&amp;gt;CDarkel::Init&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00429FC0&lt;br /&gt;
: &amp;lt;code&amp;gt;CDarkel::FrenzyOnGoing&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00429FE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CDarkel::DrawMessages&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0046FC1C&lt;br /&gt;
: &amp;lt;code&amp;gt;CCamera::DrawBordersForWideScreen&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00552500&lt;br /&gt;
: &amp;lt;code&amp;gt;AsciiToUnicode&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00466AD0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAccidentManager::CountActiveAccidents ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00466AF0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAccidentManager::FindNearestAccident (( float,float,float,float *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00401010&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimBlendAssocGroup::CopyAnimation (( uint ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00401190&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimBlendAssocGroup::GetAnimation ((char const *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00401180&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimBlendAssocGroup::GetAnimation (( uint ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00401770&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimBlendAssociation::SetCurrentTime ((float))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004016C0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimBlendAssociation::SetDeleteCallback ((void (*)( CAnimBlendAssociation *,void *),void *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004016A0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimBlendAssociation::SetFinishCallback ((void (*)( CAnimBlendAssociation *,void *),void *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00401700&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimBlendAssociation::Start ((float))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00401740&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimBlendAssociation::SyncAnimation (( CAnimBlendAssociation *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004058B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimManager::AddAnimation (( RpClump *, AssocGroupId,AnimationId ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00405640&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimManager::BlendAnimation (( RpClump *, AssocGroupId,AnimationId,float ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00405960&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimManager::GetAnimAssociation (( AssocGroupId,AnimationId ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00405990&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimManager::GetAnimation ((char const *, CAnimBlock *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 006857B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAnimManager::ms_aAnimAssocDefinitions (void)&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00418CA0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutoPilot::RemoveOnePathNode ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059E620&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::CAutomobile (( int,uchar ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059D1F0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::GetComponentWorldPosition (( int,CVector &amp;amp;))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059D260&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::HydraulicControl ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059D1D0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::IsComponentPresent (( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059CF50&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::OpenDoor (( int,eDoors,float ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059D100&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::SetComponentRotation (( int,float,float,float ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059E590&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::SetModelIndex (( uint ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059E2B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::SetupSuspensionLines ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0059E600&lt;br /&gt;
: &amp;lt;code&amp;gt;CAutomobile::~CAutomobile ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C48C0&lt;br /&gt;
: &amp;lt;code&amp;gt;CBulletInfo::Initialise ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C48A0&lt;br /&gt;
: &amp;lt;code&amp;gt;CBulletInfo::Shutdown ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C3DE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CBulletInfo::Update ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00419B90&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarAI::AddAmbulanceOccupants (( CAutomobile *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00419B70&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarAI::AddFiretruckOccupants (( CAutomobile *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041D300&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::ClearInterestingVehicleList ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041CC20&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::FindLinksToGoWithTheseNodes (( CVehicle *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041C940&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::GenerateEmergencyServicesCar ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041C460&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::GenerateOneEmergencyServicesCar (( uint,float,float,float ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041D350&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::IsThisVehicleInteresting (( CVehicle *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041D000&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::JoinCarWithRoadSystem (( CVehicle *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041CEB0&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::JoinCarWithRoadSystemGotoCoors (( CVehicle *, float,float,float,bool ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041C2F0&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::MapCouldMoveInThisArea (( float,float ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041D370&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::RegisterVehicleOfInterest (( CVehicle *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041D320&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::RemoveFromInterestingVehicleList (( CVehicle *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041D2D0&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::SwitchVehicleToRealPhysics (( CVehicle *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0041C350&lt;br /&gt;
: &amp;lt;code&amp;gt;CCarCtrl::UpdateCarCount (( CVehicle *, uchar ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005A9810&lt;br /&gt;
: &amp;lt;code&amp;gt;CDamageManager::GetDoorStatus (( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005A9820&lt;br /&gt;
: &amp;lt;code&amp;gt;CDamageManager::SetDoorStatus (( int,uint ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005A9A10&lt;br /&gt;
: &amp;lt;code&amp;gt;CDoor::IsClosed ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005A9B50&lt;br /&gt;
: &amp;lt;code&amp;gt;CDoor::Open ((float))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005A9AB0&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPool_4CPed_10CPlayerPed_::~CPool_4CPed_10CPlayerPed_((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
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; 004C0470&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPool_6CDummy_9CDummyPed_::GetNoOfUsedSpaces((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPool_6CDummy_9CDummyPed_::~CPool_6CDummy_9CDummyPed_((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPool_7CObject_13CCutsceneHead_::CPool_7CObject_13CCutsceneHead_(( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C04C0&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_7CObject_13CCutsceneHead_::Flush((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPool_7CObject_13CCutsceneHead_::GetNoOfUsedSpaces((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C04B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_7CObject_13CCutsceneHead_::~CPool_7CObject_13CCutsceneHead_((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
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; 004C1530&lt;br /&gt;
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; 004C06A0&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_8CPtrNode_8CPtrNode_::Flush((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPool_8CPtrNode_8CPtrNode_::GetNoOfUsedSpaces((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C1560&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_8CPtrNode_8CPtrNode_::New((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C0690&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_8CPtrNode_8CPtrNode_::~CPool_8CPtrNode_8CPtrNode_((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C0C70&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_9CBuilding_9CBuilding_::CPool_9CBuilding_9CBuilding_(( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C0560&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_9CBuilding_9CBuilding_::Flush((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004A7470&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_9CBuilding_9CBuilding_::GetNoOfUsedSpaces((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C0550&lt;br /&gt;
: &amp;lt;code&amp;gt;CPool_9CBuilding_9CBuilding_::~CPool_9CBuilding_9CBuilding_((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPools::CheckPoolsEmpty ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPools::GetObjectRef (( CObject *))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPools::GetPedRef (( CPed *))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPools::GetVehicle (( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
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: &amp;lt;code&amp;gt;CPools::GetVehicleRef (( CVehicle *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C0070&lt;br /&gt;
: &amp;lt;code&amp;gt;CPools::ShutDown ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0053A8A0&lt;br /&gt;
: &amp;lt;code&amp;gt;CPopulation::AddPedInCar (( CVehicle *, int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0053A720&lt;br /&gt;
: &amp;lt;code&amp;gt;CPopulation::UpdatePedCount (( ePedType,uchar ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C7C30&lt;br /&gt;
: &amp;lt;code&amp;gt;CProjectileInfo::Initialise ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C7C10&lt;br /&gt;
: &amp;lt;code&amp;gt;CProjectileInfo::Shutdown ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C6A20&lt;br /&gt;
: &amp;lt;code&amp;gt;CProjectileInfo::Update ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C14B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CPtrList::Flush ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C1500&lt;br /&gt;
: &amp;lt;code&amp;gt;CPtrNode::__dl ((void *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C1520&lt;br /&gt;
: &amp;lt;code&amp;gt;CPtrNode::__nw (( uint ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004C3A70&lt;br /&gt;
: &amp;lt;code&amp;gt;CRadar::ClearBlipForEntity (( eBlipType,int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0044FD70&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::Process((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0044B400&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands0To99((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 006084C0&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands1000To1099((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00606730&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands1100To1199((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00630650&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands1200To1299((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0062E940&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands1300To1399((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00637600&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands1400To1499((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00444BE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands200To299((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00453670&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands300To399((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00451F90&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands400To499((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00457580&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands500To599((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00456E20&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands600To699((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00455030&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands700To799((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0045B220&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands800To899((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00458EC0&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessCommands900To999((int))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0044FBE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CRunningScript::ProcessOneCommand((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C83B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CShotInfo::Initialise ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C8390&lt;br /&gt;
: &amp;lt;code&amp;gt;CShotInfo::Shutdown ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C7E60&lt;br /&gt;
: &amp;lt;code&amp;gt;CShotInfo::Update ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005778B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CSprite::CalcScreenCoors ((RwV3d const &amp;amp;,RwV3d *,float *,float *, bool ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00576690&lt;br /&gt;
: &amp;lt;code&amp;gt;CSprite::RenderOneXLUSprite ((float,float,float,float,float,uchar,uchar,uchar,short,float,uchar))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0040E310&lt;br /&gt;
: &amp;lt;code&amp;gt;CStreaming::RequestModel (( int,int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0040AEA0&lt;br /&gt;
: &amp;lt;code&amp;gt;CStreaming::SetModelIsDeletable (( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004DC500&lt;br /&gt;
: &amp;lt;code&amp;gt;CTheZones::GetZoneInfoForTimeOfDay (( CVector const *, CZoneInfo *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8E60&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::AddPassenger (( CPed *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8D50&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::AddPassenger (( CPed *, uchar ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005BAC10&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::CVehicle (( uchar ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005BA960&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::CanBeDeleted ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8460 &lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::CanPedOpenLocks (( CPed const *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C8E40&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::DoFixedMachineGuns ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B9020&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::InflictDamage (( CEntity *, eWeaponType,float ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B84B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::IsOnItsSide ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B84F0&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::IsUpsideDown ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8F50&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::ProcessDelayedExplosion ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B9770&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::ProcessWheel (( CVector &amp;amp;, CVector &amp;amp;, CVector &amp;amp;, CVector &amp;amp;, int,float,float,float,char,float *, tWheelState *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005BA900&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::ProcessWheelRotation (( tWheelState,CVector const &amp;amp;, CVector const &amp;amp;,float))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8920&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::RemoveDriver ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8CE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::RemovePassenger (( CPed *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B89F0&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::SetDriver (( CPed *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005BAA40&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::SetModelIndex (( uint ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8870&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::SetUpDriver ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8700&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::SetupPassenger (( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005B8520&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::UsesSiren ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005BAAE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::__dl ((void *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005BAB00&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::__nw (( uint ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005BAB20&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::__nw ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005BAB30&lt;br /&gt;
: &amp;lt;code&amp;gt;CVehicle::~CVehicle ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C8AE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::BlowUpExplosiveThings (( CEntity *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CEE60&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::DoBulletImpact (( CEntity *, CEntity *, CVector *, CVector *, CColPoint *,CVector2D))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CA400&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::DoDriveByAutoAiming (( CEntity *, CVector *, CVector *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CA8B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::DoTankDoomAiming (( CEntity *, CEntity *, CVector *, CVector *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D45E0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::Fire (( CEntity *, CVector *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D44E0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::FireFromCar (( CAutomobile *, bool ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D0560&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::FireHeliGun (( CEntity *, CVector *, CVector *,float))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D1140&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::FireInstantHit (( CEntity *, CVector *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CB0A0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::FireInstantHitFromCar (( CAutomobile *, bool ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CBFF0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::FireM16_1stPerson(( CEntity *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CCF90&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::FireProjectile (( CEntity *, CVector *,float))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CD340&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::FireShotgun (( CEntity *, CVector *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CC730&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::FireSniper (( CEntity *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C8AB0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::HasWeaponAmmoToBeUsed ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D4E20&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::Initialise (( eWeaponType,int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D4DF0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::InitialiseWeapons ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C9B50&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::IsType2Handed((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005C8C30&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::MakePedsJumpAtShot (( CPhysical *, CVector *, CVector *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CA3C0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::Reload ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D4DD0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::ShutdownWeapons ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005CA0B0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::Update (( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D4DB0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeapon::UpdateWeapons ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D5050&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeaponEffects::ClearCrossHair ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D4E90&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeaponEffects::Render ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D5710&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeaponInfo::GetWeaponInfo (( eWeaponType ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D5750&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeaponInfo::Initialise ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D5250&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeaponInfo::LoadWeaponData ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005D5730&lt;br /&gt;
: &amp;lt;code&amp;gt;CWeaponInfo::Shutdown ((void))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004DB3F0&lt;br /&gt;
: &amp;lt;code&amp;gt;CWorld::Add (( CEntity *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004D6370&lt;br /&gt;
: &amp;lt;code&amp;gt;CWorld::FindObjectsKindaColliding (( CVector const &amp;amp;, float,bool,short *, short,CEntity **, bool,bool,bool,bool,bool ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004D8B00&lt;br /&gt;
: &amp;lt;code&amp;gt;CWorld::ProcessVerticalLine (( CVector const &amp;amp;, float,CColPoint &amp;amp;, CEntity *&amp;amp;, bool,bool,bool,bool,bool,bool,CStoredCollPoly *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004DB310&lt;br /&gt;
: &amp;lt;code&amp;gt;CWorld::Remove (( CEntity *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00407AC0&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendClumpFillFrameArray ( RpClump *, AnimBlendFrameData **)&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00407780&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendClumpGetAssociation ( RpClump *, uint )&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00402E20&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendClumpGetFirstAssociation ( RpClump *)&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00407890&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendClumpInit ( RpClump *)&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00407870&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendClumpIsInitialized ( RpClump *)&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00407800&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendClumpRemoveAllAssociations ( RpClump *)&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004077B0&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendClumpRemoveAssociations ( RpClump *, uint )&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00407830&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendClumpSetBlendDeltas ( RpClump *, uint,float )&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004075D0&lt;br /&gt;
: &amp;lt;code&amp;gt;RpAnimBlendGetNextAssociation ( CAnimBlendAssociation *)&amp;lt;/code&amp;gt;&lt;br /&gt;
; 006453B0&lt;br /&gt;
: &amp;lt;code&amp;gt;RwFrameForAllObjects&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00649BA0&lt;br /&gt;
: &amp;lt;code&amp;gt;RwRenderStateSet&amp;lt;/code&amp;gt;&lt;br /&gt;
; 004DFF20&lt;br /&gt;
: &amp;lt;code&amp;gt;__ml( CMatrix const &amp;amp;, CVector const &amp;amp;)&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005F9E20&lt;br /&gt;
: &amp;lt;code&amp;gt;cDMAudio::CreateEntity (( eAudioType,void *))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005F9E00&lt;br /&gt;
: &amp;lt;code&amp;gt;cDMAudio::DestroyEntity (( int ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005F9DA0&lt;br /&gt;
: &amp;lt;code&amp;gt;cDMAudio::PlayOneShot (( int,ushort,float ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005F9DD0&lt;br /&gt;
: &amp;lt;code&amp;gt;cDMAudio::SetEntityStatus (( int,uchar ))&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0040FBC0&lt;br /&gt;
: &amp;lt;code&amp;gt;ImgFilesLoader (char* Dirpath, short int unknown) &amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Text display (CFont)==&lt;br /&gt;
; 00550170&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetColor&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00550100&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetWrapx&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00550230&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetScale&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00550060&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetRightJustifyOn&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00550020&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetPropsOn&amp;lt;/code&amp;gt;&lt;br /&gt;
; 0054FFE0&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetFontStyle&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005500F0&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetCentreSize&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00550120&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetCentreOn&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00550110&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetCentreOff&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005500E0&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetBackgroundOn&amp;lt;/code&amp;gt;&lt;br /&gt;
; 005500D0&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::SetBackgroundOff&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00551040&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::PrintString&amp;lt;/code&amp;gt;&lt;br /&gt;
; 00551620&lt;br /&gt;
: &amp;lt;code&amp;gt;CFont::PrintChar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Memory Addresses]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Memory_Addresses_(VC)&amp;diff=10287</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=10287"/>
		<updated>2011-10-28T04:32:39Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: /* Miscellaneous */&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;
* 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;
&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;
* 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;
&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;
&lt;br /&gt;
==Menu==&lt;br /&gt;
; 0x703997: Selected menu index [byte].&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;
; 0x68D5D4: Stats menu scroll speed [float].&lt;br /&gt;
; 0x68D12C: Stats menu line spacing [float].&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;
==Player block==&lt;br /&gt;
0x94AD28 - [pointer] - Player pointer&lt;br /&gt;
* +0x34 - [float] - X coordinate&lt;br /&gt;
* +0x38 - [float] - Y coordinate&lt;br /&gt;
* +0x3C - [float] - Z coordinate&lt;br /&gt;
* +0x46 - [byte] - camera thing [http://www.gtaforums.com/index.php?showtopic=117195&amp;amp;st=180&amp;amp;#entry1764245]&lt;br /&gt;
* +0xB8 - [float] - weight&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;
* +0x5C - [1 byte] - model ID&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;
* +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;
* +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;
* +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;
* +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;
* +0x70 - [float] - x push&lt;br /&gt;
* +0x74 - [float] - y push&lt;br /&gt;
* +0x78 - [float] - z push&lt;br /&gt;
* +0xB8 - [float] - weight&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;
* +0x1A8 - [pointer] - driver pointer&lt;br /&gt;
* +0x1CC - [1 byte] - current number of passengers ([[01E9]])&lt;br /&gt;
* +0x1D0 - [1 byte] - maximum number of passengers ([[01EA]])&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;
* +0x2A5 - [1 byte] - left front tire status (0=normal, 1=popped, 2=none)&lt;br /&gt;
* +0x2A6 - [1 byte] - left rear tire&lt;br /&gt;
* +0x2A7 - [1 byte] - right front tire&lt;br /&gt;
* +0x2A8 - [1 byte] - right rear tire&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;
* +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;
* +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;
&lt;br /&gt;
==Entity Block==&lt;br /&gt;
; +34: Position X [float].&lt;br /&gt;
; +38: Position Y [float].&lt;br /&gt;
; +3C: Position Z [float].&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;
* 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;
* 0x69A60C - [float] - Cuban flame exhaust scale&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;
* 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>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10236</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10236"/>
		<updated>2011-10-02T04:45:33Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).&lt;br /&gt;
&lt;br /&gt;
== How Vice City Stores a Line (Linear path) ==&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks.&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
The last three numbers at the end of a paths line are the Flags, each ones can define a special function.&lt;br /&gt;
&lt;br /&gt;
'''Flag 1, Node Speed Limit'''&lt;br /&gt;
&lt;br /&gt;
Flag 1 has been identified as a Speed function, that is it specifies the speed vehicles will travel along that Path/Node.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Slow Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|1 || Average Vehicle Speed&lt;br /&gt;
|-&lt;br /&gt;
|2 || Fast Vehicle Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 2, Vehicle Travel/Roadblock'''&lt;br /&gt;
&lt;br /&gt;
Flag 2 has been identified as a controller for where some vehicle can travel and where Police Roadblock will spawn.&lt;br /&gt;
&lt;br /&gt;
Note, Police Roadblock will only work if it is a Vehicle node with that Flag.&lt;br /&gt;
&lt;br /&gt;
Note, Specified Vehicles Only, means that only Vehicles with a Specified flag will use the Paths.&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || Flag Ignored&lt;br /&gt;
|-&lt;br /&gt;
|1 || Vehicles Wont Use/Spawn&lt;br /&gt;
|-&lt;br /&gt;
|2 || Police Roadblock Spawns&lt;br /&gt;
|-&lt;br /&gt;
|4 || Specified Vehicles Only&lt;br /&gt;
|-&lt;br /&gt;
|8 || (Unknown Purpose)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Flag 3, Spawn Rate'''&lt;br /&gt;
&lt;br /&gt;
Flag 3 is supposably used to control the Spawn rate of Vehicles on that path but people have not noticed a difference.&lt;br /&gt;
The table below may be incorrect but it cannot be fully tested as there is no way to measure the spawn rate.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|0 || No Spawns&lt;br /&gt;
|-&lt;br /&gt;
|0.2 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.3 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.4 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|0.5 || (Unknown)&lt;br /&gt;
|-&lt;br /&gt;
|1 || Spawns&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setup of a VC Paths Line&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|Path Type, Joins to Next Node, 0, X, Y, Z, Median, Number of Left Lanes, Number of Right Lanes, Flag1, Flag2, Flag3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
[http://almost610.dmon.com/load/other/vc_paths_multiplier/2-1-0-16 Maxorator's Path Limit Hack] by [http://www.gtaforums.com/index.php?showuser=146289 Maxorator]&lt;br /&gt;
&lt;br /&gt;
{{N|VC}}&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10226</id>
		<title>PATH</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=PATH&amp;diff=10226"/>
		<updated>2011-10-01T05:59:48Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: Created page with ' '''INTRODUCTION: '''  Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Su…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''INTRODUCTION: '''&lt;br /&gt;
&lt;br /&gt;
Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''HOW VICE CITY STORES A LINE(LINEAR PATH):'''&lt;br /&gt;
&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks.&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths&amp;diff=10225</id>
		<title>Paths</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths&amp;diff=10225"/>
		<updated>2011-10-01T05:59:40Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Paths''' are special structures of waypoints which define random AI spawns (such as peds, cars and boats) and the possible route an AI agent can take.&lt;br /&gt;
&lt;br /&gt;
All 3D GTA games use different paths systems. [[GTA III]] uses an [[IDE]]-related paths system, which binds paths to certain objects. [[GTA Vice City]] uses groups of mapped paths defined in [[IPL]]s. [[GTA San Andreas]] and [[GTA IV]] use a collection of binary files which are linked to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{Icon|3}} [[PATH_(IDE_Section)|GTA III's Paths System]]&lt;br /&gt;
* {{Icon|VC}} [[PATH|GTA VC's Paths System]]&lt;br /&gt;
* {{Icon|SA}} [[Paths (GTA SA)|GTA SA's Paths System]]&lt;br /&gt;
* {{Icon|4}} [[Paths (GTA4)|GTA IV's Paths System]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|93990|Paths Documentation for SA, VC and GTA3}} - Topic by {{U|REspawn}} detailing Vice City's paths&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Explanation of the path-section in a VC IPL] - by {{U|Cerbera}}&lt;br /&gt;
&lt;br /&gt;
{{N|4|SA}}&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=Paths&amp;diff=10224</id>
		<title>Paths</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=Paths&amp;diff=10224"/>
		<updated>2011-10-01T05:58:15Z</updated>

		<summary type="html">&lt;p&gt;Swoorup: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Paths''' are special structures of waypoints which define random AI spawns (such as peds, cars and boats) and the possible route an AI agent can take.&lt;br /&gt;
&lt;br /&gt;
All 3D GTA games use different paths systems. [[GTA III]] uses an [[IDE]]-related paths system, which binds paths to certain objects. [[GTA Vice City]] uses groups of mapped paths defined in [[IPL]]s. [[GTA San Andreas]] and [[GTA IV]] use a collection of binary files which are linked to each other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''INTRODUCTION: '''&lt;br /&gt;
&lt;br /&gt;
Paths in Vice City are grouped into nodes, each with at most 12 sub-nodes. The Group nodes define the type of vehicle going to be used by the sub nodes. Sub nodes contain path coordinates which are linked to each other both internally(Inside the group) and externally(Outside the group with other group nodes).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''HOW VICE CITY STORES A LINE(LINEAR PATH):'''&lt;br /&gt;
&lt;br /&gt;
First of all, consider a small segment of the line in a group node. The group node has to be defined and then there are the 12 sub-nodes inside it. The number of coordinates vary from 2 to 12. If the number of coordinates does not reach 12, then they are filled with null nodes which does not do anything just to make the group node hold always 12 nodes. The internal and external sub nodes are defined each with a special attribute in it. The internal sub nodes are the middle parts of a segment of the line, while the external sub nodes are the end points of the segment of the line. They are used to connect to other external sub-node or end point of another segment(Another group) of the line. To connect the external sub-nodes or end points, they must and always must have the same coordinates. All the other group nodes link up together using this concept, thus you get a path which a vehicle or a ped follows from the beginning and to the end of the line.&lt;br /&gt;
Spawns are made in the external nodes (Always remember that fact) and then they follow the route of the line.&lt;br /&gt;
&lt;br /&gt;
One can add a maximum of 24 group nodes in Vice City though this limit can be increased by Maxorator's Path hacks. &lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{Icon|3}} [[PATH_(IDE_Section)|GTA III's Paths System]]&lt;br /&gt;
* {{Icon|VC}} [[PATH|GTA VC's Paths System]]&lt;br /&gt;
* {{Icon|SA}} [[Paths (GTA SA)|GTA SA's Paths System]]&lt;br /&gt;
* {{Icon|4}} [[Paths (GTA4)|GTA IV's Paths System]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
&lt;br /&gt;
* {{GTAF|93990|Paths Documentation for SA, VC and GTA3}} - Topic by {{U|REspawn}} detailing Vice City's paths&lt;br /&gt;
* [http://projectcerbera.com/gta/vc/tutorials/paths Explanation of the path-section in a VC IPL] - by {{U|Cerbera}}&lt;br /&gt;
&lt;br /&gt;
{{N|4|SA}}&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]]&lt;/div&gt;</summary>
		<author><name>Swoorup</name></author>
		
	</entry>
</feed>