Difference between revisions of "Memory Addresses (GTA4)"
ThaCURSEDpie (talk | contribs) (added incomplete CVehicleInfo section) |
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VECTOR position; // 0x30 | 48 | VECTOR position; // 0x30 | 48 | ||
};</source> | };</source> | ||
− | + | ===CVehicle=== | |
+ | {| class="wikitable" | ||
+ | |+ CVehicle Globals | ||
+ | |- | ||
+ | !ms_pPool [DWORD] | ||
+ | !Address | ||
+ | !Notes | ||
+ | |- | ||
+ | !IV 1.0.7.0 | ||
+ | | || | ||
+ | |- | ||
+ | !IV 1.0.8.0 | ||
+ | | 0x01252CD0 || | ||
+ | |- | ||
+ | ! IV 1.0.4.0 | ||
+ | | 0x01619240 || | ||
+ | |- | ||
+ | !EFLC 1.1.2.0 | ||
+ | | 0x015C17B0 || | ||
+ | |- | ||
+ | !EFLC 1.1.3.0 | ||
+ | | || | ||
+ | |} | ||
===CVehicleInfo=== | ===CVehicleInfo=== | ||
The CVehicleInfo class holds all relevant vehicle parameters, as listed in the [[Handling.dat]] file. In essence the CVehicleInfo class is a representation of the data in the [[Handling.dat]] file. | The CVehicleInfo class holds all relevant vehicle parameters, as listed in the [[Handling.dat]] file. In essence the CVehicleInfo class is a representation of the data in the [[Handling.dat]] file. | ||
Line 64: | Line 86: | ||
</source> | </source> | ||
− | + | ===CPed=== | |
+ | <source lang="cpp"> | ||
+ | class CPed //Size = 0xE6C(3692) WIP | ||
+ | { | ||
+ | CPhysical _CPhysicalParent //0x0 528 Bytes | ||
+ | bool m_bDead //0x210 | ||
+ | bool m_bInjured //0x211 | ||
+ | bool m_bFatallyInjured//0x212 | ||
+ | ... | ||
+ | bool m_bIsDrunk //0x780 | ||
+ | } | ||
+ | </source> | ||
===CWeaponInfo=== | ===CWeaponInfo=== | ||
See [[List_of_Weapons_(GTA4)]] for the arrays referred to in the struct. | See [[List_of_Weapons_(GTA4)]] for the arrays referred to in the struct. | ||
− | Array of CWeaponInfo's can be found at GTAIV.exe+0x1540A20 (1.0.7.0). | + | Array of CWeaponInfo's can be found at GTAIV.exe+0x1540A20 (1.0.7.0) and GTAIV.exe+0x124A600 (1.0.8.0). |
<source lang="cpp"> | <source lang="cpp"> | ||
CWeaponInfo g_weaponInfos[60]; | CWeaponInfo g_weaponInfos[60]; | ||
Line 77: | Line 110: | ||
<source lang="cpp">class CWeaponInfo // size: 0x110 (1.0.7.0) | <source lang="cpp">class CWeaponInfo // size: 0x110 (1.0.7.0) | ||
{ | { | ||
− | + | int weapontype; | |
− | + | ||
+ | int slot; | ||
− | + | int firetype; | |
− | |||
− | |||
− | |||
− | |||
− | + | int damagetype; | |
− | |||
− | + | int group; | |
− | |||
− | + | float targetrange; | |
− | |||
− | |||
− | + | float weaponrange; | |
− | |||
− | |||
− | + | int stattype; | |
− | |||
− | + | struct { | |
− | + | unsigned int bCanaim : 1; | |
− | + | unsigned int bCanaimwitharm : 1; | |
− | + | unsigned int bCanfreeaim : 1; | |
− | + | unsigned int bFirstperson : 1; | |
− | + | unsigned int bKeepcamerabehind : 1; | |
− | + | unsigned int bGun : 1; | |
− | + | unsigned int bThrown : 1; | |
− | + | unsigned int bHeavy : 1; | |
− | + | unsigned int bSilenced : 1; | |
− | + | unsigned int bMeleeclub : 1; | |
− | + | unsigned int bMeleeblade : 1; | |
− | + | unsigned int bArmourpenetrating : 1; | |
− | + | unsigned int b2handed : 1; | |
− | + | unsigned int bTreatas2handedincover : 1; | |
− | + | unsigned int bAnimreload : 1; | |
− | + | unsigned int bAnimcrouchfire : 1; | |
− | + | unsigned int bCreatevisibleordnance : 1; | |
− | + | unsigned int bExplosionbasedonimpact : 1; | |
− | + | unsigned int bAddsmokeonexplosion : 1; | |
− | + | unsigned int bInstantkillinmp : 1; | |
− | + | unsigned int bHigherbreakforce : 1; | |
− | + | unsigned int bCanbeusedasdriveby : 1; | |
− | + | unsigned int bHeavyweaponusesrifleanims : 1; | |
− | + | unsigned int bMissioncanforcedrivebyuse : 1; | |
− | + | unsigned int bDontrumblewhendoingdriveby : 1; | |
− | + | } weaponflags; | |
− | + | int modelhash; // 0x24 | |
− | |||
− | |||
− | + | int animation; // 0x28 | |
− | + | float firerate; // 0x2C | |
− | + | float blindfirerate; // 0x30 | |
− | + | float accuracy; // 0x34 | |
− | + | float accuracyfps; // 0x38 | |
+ | int unk2_0; // 0x3C | ||
+ | float offset_x; // 0x40 | ||
+ | float offset_y; // 0x44 | ||
+ | float offset_z; // 0x48 | ||
+ | int unk3_0; // 0x4C | ||
+ | float crouchoffset_x; // 0x50 | ||
+ | float crouchoffset_y; // 0x54 | ||
+ | float crouchoffset_z; // 0x58 | ||
+ | int unk4_0; // 0x5C | ||
+ | int unk5_0; // 0x60 | ||
+ | float reticule_standing; // 0x64 | ||
+ | float reticule_ducked; // 0x68 | ||
+ | float reticule_scale; // 0x6C | ||
+ | int rumble_duration; // 0x70 | ||
+ | float rumble_intensity; // 0x74 | ||
+ | int pickupregentime; // 0x78 | ||
+ | int unk7_FFFFFFFF; // 0x7C | ||
+ | short pickupammoonstreet; // 0x80 | ||
+ | short damage; // 0x82 | ||
+ | short damagefps; // 0x84 | ||
+ | short clipsize; // 0x86 | ||
+ | int maxammo; // 0x88 | ||
+ | int timebetweenshots; // 0x8C | ||
+ | float physicsforce; // 0x90 | ||
+ | int reloadtime_normal; // 0x94 | ||
+ | int reloadtime_fast; // 0x98 | ||
+ | int reloadtime_crouch; // 0x9C | ||
+ | int projectiletype; // 0xA0 | ||
+ | int projectilefusetime; // 0xA4 | ||
+ | int projectiletocreate; // 0xA8 | ||
+ | int projectilexplosiontype; // 0xAC | ||
+ | float projectileoffsetx; // 0xB0 | ||
+ | float projectileoffsety; // 0xB4 | ||
+ | float projectileoffsetz; // 0xB8 | ||
+ | int unk13_0; // 0xBC | ||
+ | float projectilerotoffsetx; // 0xC0 | ||
+ | float projectilerotoffsety; // 0xC4 | ||
+ | float projectilerotoffsetz; // 0xC8 | ||
+ | int unk17_0; // 0xCC | ||
+ | float projectilephysicsexplodeimpactthreshold; // 0xD0 | ||
+ | float projectilephysicsexplodeimpactwithvehiclethreshold; // 0xD4 | ||
+ | float projectilephysicsvehiclevelocity; // 0xD8 | ||
+ | int meleeanim; // 0xDC | ||
+ | int unk19_FFFFFFFF; // 0xE0 | ||
+ | int muzzlefx; // 0xE4 | ||
+ | int shellfx; // 0xE8 | ||
+ | int projectiletrailfx; // 0xEC | ||
+ | float networkplayermod; // 0xF0 | ||
+ | float networkpedmod; // 0xF4 | ||
+ | float aimingaccuracytime; // 0xF8 | ||
+ | int aimingpellets; // 0xFC | ||
+ | int shotsfired; // 0x100 | ||
+ | int unk21_0; // 0x104 | ||
+ | int unk22_0; // 0x108 | ||
+ | int unk23_0; // 0x10C | ||
};</source> | };</source> | ||
Line 197: | Line 273: | ||
<source lang="cpp">/* 0x4581C0 */ unsigned int __cdecl CRC32(char* text,unsigned int mask); // 1.0.2.0</source> | <source lang="cpp">/* 0x4581C0 */ unsigned int __cdecl CRC32(char* text,unsigned int mask); // 1.0.2.0</source> | ||
+ | |||
+ | ===Virtual Tables=== | ||
+ | * 0x00D69844 CPed VTable 1.0.7.0 | ||
==Variables== | ==Variables== |
Latest revision as of 13:29, 1 February 2019
GTA4 for PC Memory Addresses
Contents
Structures
A list of Structures that occur in GTA IV's memory.
VECTOR
struct VECTOR
{
float x; // 0x0 | 0
float y; // 0x4 | 4
float z; // 0x8 | 8
float unk;
};
CVector
struct CVector
{
VECTOR bodyHeading; // 0x0 | 0
VECTOR visionHeading; // 0x10 | 16
VECTOR unkVector; // 0x20 | 32
VECTOR position; // 0x30 | 48
};
CVehicle
ms_pPool [DWORD] | Address | Notes |
---|---|---|
IV 1.0.7.0 | ||
IV 1.0.8.0 | 0x01252CD0 | |
IV 1.0.4.0 | 0x01619240 | |
EFLC 1.1.2.0 | 0x015C17B0 | |
EFLC 1.1.3.0 |
CVehicleInfo
The CVehicleInfo class holds all relevant vehicle parameters, as listed in the Handling.dat file. In essence the CVehicleInfo class is a representation of the data in the Handling.dat file.
The array of CVehicleInfo's is located at GTAIV.exe+11E3BF0 (1.0.7.0). (Note: unverified. The location might change between start-ups.). The order of elements in the array is exactly the same as in the Handling.dat file.
Note: not all parameters have been reversed!
class CVehicleInfo //Size=0x0110(272)
{
public:
char sIdentifier[16]; //0x0000
float fMass; //0x0010
float centreOfMassX; //0x0020
float centreOfMassY; //0x0024
float centreOfMassZ; //0x0028
__int32 nPercentSubmerged; //0x0030
float m_fDriveInertia; //0x003C
__int16 m_nDriveGears; //0x0040
float m_fDriveForce; //0x0044
float m_fBrakeForce; //0x0074
float m_fTractionCurveMax; //0x008C
float m_fTractionCurveMin; //0x0094
float m_fSuspensionForce; //0x00B4
float m_fSuspensionCompDamp; //0x00B8
float m_fSuspensionReboundDamp; //0x00BC
float m_fSuspensionUpperLimit; //0x00C0
float m_fSuspensionLowerLimit; //0x00C4
float m_fSuspensionRaise; //0x00C8
float m_fCollisionDamageMult; //0x00D4
float m_fWeaponDamageMult; //0x00D8
float m_fDeformationDamageMult; //0x00DC
float m_fEngineDamageMult; //0x00E0
float m_fSeatOffsetDist; //0x00E4
__int32 m_nMonetaryValue; //0x00E8
DWORD mFlags; //0x00EC
}
CPed
class CPed //Size = 0xE6C(3692) WIP
{
CPhysical _CPhysicalParent //0x0 528 Bytes
bool m_bDead //0x210
bool m_bInjured //0x211
bool m_bFatallyInjured//0x212
...
bool m_bIsDrunk //0x780
}
CWeaponInfo
See List_of_Weapons_(GTA4) for the arrays referred to in the struct.
Array of CWeaponInfo's can be found at GTAIV.exe+0x1540A20 (1.0.7.0) and GTAIV.exe+0x124A600 (1.0.8.0).
CWeaponInfo g_weaponInfos[60];
NOTE: work in progress
class CWeaponInfo // size: 0x110 (1.0.7.0)
{
int weapontype;
int slot;
int firetype;
int damagetype;
int group;
float targetrange;
float weaponrange;
int stattype;
struct {
unsigned int bCanaim : 1;
unsigned int bCanaimwitharm : 1;
unsigned int bCanfreeaim : 1;
unsigned int bFirstperson : 1;
unsigned int bKeepcamerabehind : 1;
unsigned int bGun : 1;
unsigned int bThrown : 1;
unsigned int bHeavy : 1;
unsigned int bSilenced : 1;
unsigned int bMeleeclub : 1;
unsigned int bMeleeblade : 1;
unsigned int bArmourpenetrating : 1;
unsigned int b2handed : 1;
unsigned int bTreatas2handedincover : 1;
unsigned int bAnimreload : 1;
unsigned int bAnimcrouchfire : 1;
unsigned int bCreatevisibleordnance : 1;
unsigned int bExplosionbasedonimpact : 1;
unsigned int bAddsmokeonexplosion : 1;
unsigned int bInstantkillinmp : 1;
unsigned int bHigherbreakforce : 1;
unsigned int bCanbeusedasdriveby : 1;
unsigned int bHeavyweaponusesrifleanims : 1;
unsigned int bMissioncanforcedrivebyuse : 1;
unsigned int bDontrumblewhendoingdriveby : 1;
} weaponflags;
int modelhash; // 0x24
int animation; // 0x28
float firerate; // 0x2C
float blindfirerate; // 0x30
float accuracy; // 0x34
float accuracyfps; // 0x38
int unk2_0; // 0x3C
float offset_x; // 0x40
float offset_y; // 0x44
float offset_z; // 0x48
int unk3_0; // 0x4C
float crouchoffset_x; // 0x50
float crouchoffset_y; // 0x54
float crouchoffset_z; // 0x58
int unk4_0; // 0x5C
int unk5_0; // 0x60
float reticule_standing; // 0x64
float reticule_ducked; // 0x68
float reticule_scale; // 0x6C
int rumble_duration; // 0x70
float rumble_intensity; // 0x74
int pickupregentime; // 0x78
int unk7_FFFFFFFF; // 0x7C
short pickupammoonstreet; // 0x80
short damage; // 0x82
short damagefps; // 0x84
short clipsize; // 0x86
int maxammo; // 0x88
int timebetweenshots; // 0x8C
float physicsforce; // 0x90
int reloadtime_normal; // 0x94
int reloadtime_fast; // 0x98
int reloadtime_crouch; // 0x9C
int projectiletype; // 0xA0
int projectilefusetime; // 0xA4
int projectiletocreate; // 0xA8
int projectilexplosiontype; // 0xAC
float projectileoffsetx; // 0xB0
float projectileoffsety; // 0xB4
float projectileoffsetz; // 0xB8
int unk13_0; // 0xBC
float projectilerotoffsetx; // 0xC0
float projectilerotoffsety; // 0xC4
float projectilerotoffsetz; // 0xC8
int unk17_0; // 0xCC
float projectilephysicsexplodeimpactthreshold; // 0xD0
float projectilephysicsexplodeimpactwithvehiclethreshold; // 0xD4
float projectilephysicsvehiclevelocity; // 0xD8
int meleeanim; // 0xDC
int unk19_FFFFFFFF; // 0xE0
int muzzlefx; // 0xE4
int shellfx; // 0xE8
int projectiletrailfx; // 0xEC
float networkplayermod; // 0xF0
float networkpedmod; // 0xF4
float aimingaccuracytime; // 0xF8
int aimingpellets; // 0xFC
int shotsfired; // 0x100
int unk21_0; // 0x104
int unk22_0; // 0x108
int unk23_0; // 0x10C
};
Classes
A list of Classes that occur in GTA IV's memory.
scrThread
class scrThread
{
public:
virtual ~scrThread();
virtual int reset(int i1,int i2,int i3);
virtual int run(int i1);
virtual int loop(int i1);
virtual int closeDown();
DWORD threadId;
DWORD scriptHash;
DWORD state;
DWORD IP;
DWORD currentFrame;
DWORD SP;
DWORD timerA;
DWORD timerB;
DWORD timerC;
float waitTime;
BYTE zPadding1[28];
DWORD exIP;
DWORD exFrameSP;
BYTE zPadding2[4];
void* stack;
BYTE zPadding3[4];
void* XLiveBuffer;
BYTE zPadding4[8];
char* exitMessage;
char programName[54];
BYTE zPadding5[14];
bool saveScript;
bool playerControlOnInMissionCleanup;
bool clearHelpInMissionCleanup;
BYTE zPadding6[1];
bool allowNonMinigameTextMessages;
BYTE zPadding7[1];
bool errorInScript;
bool canBePaused;
BYTE zPadding8[3];
bool canRemoveBlipsCreatedByAnyScript;
BYTE zPadding9[7];
DWORD flags;
};
Functions
A list of Functions that occur in GTA IV's memory.
/* 0x4581C0 */ unsigned int __cdecl CRC32(char* text,unsigned int mask); // 1.0.2.0
Virtual Tables
- 0x00D69844 CPed VTable 1.0.7.0
Variables
A list of Variables that occur in GTA IV's memory.
/* 0xF56BC4 */ BYTE AESEncryptionKey[32]; // 1.0.2.0
/* 0x15AD8B4 */ DWORD* globalVariablesPool; // 1.0.2.0
External Links
- GTAForums: Documenting GTAIV memory addresses
- GTAForums: IV Limits