Difference between revisions of "Memory Addresses (GTA4)"
ThaCURSEDpie (talk | contribs) (added incomplete CVehicleInfo section) |
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</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. |
Revision as of 20:00, 25 January 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
};
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).
CWeaponInfo g_weaponInfos[60];
NOTE: work in progress
class CWeaponInfo // size: 0x110 (1.0.7.0)
{
// weapontype (index of array element)
int weapontype; // 0x0 | 0
// slottype (index of array element)
int slot; // 0x4 | 4
// firetype (index of array element)
int firetype; // 0x8 | 8
// damagetype (index of array element)
int damagetype; // 0xC | 12
// group (index of array element)
int group; // 0x10 | 16
float targetrange; // 0x14 | 20
float weaponrange; // 0x18 | 24
int stattype; // 0x1C | 28
// Weaponflags stored as bitflags. Refer to corresponding array. (if n-th bit is 1, array element n is true)
DWORD weaponflags; // 0x20 | 32
DWORD modelhash; // 0x24 | 36
float aimaccuracy; // 0x34 | 52
float aimaccuracyfps; // 0x38 | 52
float offset_x; // 0x40 | 64
float offset_y; // 0x44 | 68
float offset_z; // 0x48 | 72
float crouchoffset_x; // 0x50 | 80
float crouchoffset_y; // 0x54 | 84
float crouchoffset_z; // 0x58 | 88
float reticule_standing; // 0x64 | 100
float reticule_ducked; // 0x68 | 104
float reticule_scale; // 0x6C | 108
int rumbleduration; // 0x70 | 112
float rumbleintensity; // 0x74 | 116
int pickup_regentime; // 0x78 | 120
short pickup_ammoonstreet; // 0x80 | 124
// damage:
short damage; // 0x82 | 130
short damagefps; // 0x84 | 132
short clipsize // 0x86 | 132
short ammomax; // 0x88 | 136
int timebetweenshots; // 0x8C | 140
float physicsforce; // 0x90 | 144
int reloadtime_normal; // 0x94 | 150
int reloadtime_fast; // 0x98 | 154
int reloadtime_crouch; // 0x9C | 160
int projectiletype; // 0xA0
int projectilefusetime; // 0xA4
float projectilephysicsexplodeimpactthreshold // 0xD0
float projectilephysicsexplodeimpactwithvehiclethreshold // 0xD4
float projectilephysicsvehiclevelocity // 0xD8
// damage, continued:
float networkplayermod; // 0xF0 | 240
float networkpedmod; // 0xF4 | 244
float aimingaccuracytime; // 0xF8
int aimingpellets; // 0xFC
};
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
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