Cheats
- 0x4ABF4C - [1 byte] - YOUWONTTAKEMEALIVE set wanted level
- 0x4ABFC4 - [1 byte] - LEAVEMEALONE set wanted level
- 0x4AC009 - [1 byte] - APLEASANTDAY set weather
- 0x4AC04E - [1 byte] - ALOVELYDAY set weather
- 0x4AC099 - [1 byte] - ABITDRIEG set weather
- 0x4AC0DE - [1 byte] - CATSANDDOGS set weather
- 0x4AC129 - [1 byte] - CANTSEEATHING set weather
- 0x4AC14B - [4 bytes] - PANZER Rhino model
- 0x4AC946 - [4 bytes] - TRAVELINSTYLE Bloodring A model
- 0x4AC976 - [4 bytes] - THELASTRIDE Romero's Hearse model
- 0x4AC9A6 - [4 bytes] - ROCKANDROLLCAR Love Fist model
- 0x4AC9D6 - [4 bytes] - RUBBISHCAR Trashmaster model
- 0x4ACA06 - [4 bytes] - GETTHEREFAST Sabre Turbo model
- 0x4ACA36 - [4 bytes] - BETTERTHANWALKING Caddy model
- 0x4ACDD6 - [4 bytes] - GETTHEREQUICKLY Bloodring B model
- 0x4ACE06 - [4 bytes] - GETTHEREVERYFASTINDEED Hotring A model
- 0x4ACE36 - [4 bytes] - GETTHEREAMAZINGLYFAST Hotring B model
- 0x4AEAEF - [4 bytes] - NUTTERTOOLS Chainsaw model
- +0xE for each additional weapon (.357, S.P.A.S. Shotgun, MP, M4, .308 Sniper, Minigun, Minigun component)
- 0x4AEB77 - [1 byte] - NUTTERTOOLS Chainsaw weapon number (NOTE: Model needs to be loaded first)
- +0x12 for each additional weapon (.357, S.P.A.S. Shotgun, MP)
- 0x4AEBD4 - [1 byte] - NUTTERTOOLS M4 weapon number (NOTE: Model needs to be loaded first)
- 0x4AEBE6 - [1 byte] - NUTTERTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)
- 0x4AEBFB - [1 byte] - NUTTERTOOLS Minigun weapon number (NOTE: Model needs to be loaded first)
- 0x4AEC8F - [4 bytes] - PROFESSIONALTOOLS Katana model
- +0xE for each additional weapon (Grenade, Detonator Grenade, .357, Stubby Shotgun, Mac, M4, .308 Sniper, Rocket Launcher)
- 0x4AED17 - [1 byte] - PROFESSIONALTOOLS Katana weapon number (NOTE: Model needs to be loaded first)
- +0x12 for each additional weapon (Detonator Grenade, .357, Stubby Shotgun, Mac)
- 0x4AED74 - [1 byte] - PROFESSIONALTOOLS M4 weapon number (NOTE: Model needs to be loaded first)
- 0x4AED86 - [1 byte] - PROFESSIONALTOOLS .308 Sniper weapon number (NOTE: Model needs to be loaded first)
- 0x4AED98 - [1 byte] - PROFESSIONALTOOLS Rocket Launcher weapon number (NOTE: Model needs to be loaded first)
- 0x4AEE1F - [4 bytes] - THUGSTOOLS Brass Knuckles model
- +0xE for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun, Tec 9, Kruger, Sniper Rifle, Flame Thrower)
- 0x4AEEA7 - [1 byte] - THUGSTOOLS Brass Knuckles weapon number (NOTE: Model needs to be loaded first)
- +0x12 for each additional weapon (Bat, Molotov Cocktail, Pistol, Chrome Shotgun)
- 0x4AEF04 - [1 byte] - THUGSTOOLS Tec 9 weapon number (NOTE: Model needs to be loaded first)
- 0x4AEF16 - [1 byte] - THUGSTOOLS Kruger weapon number (NOTE: Model needs to be loaded first)
- 0x4AEF28 - [1 byte] - THUGSTOOLS Sniper Rifle weapon number (NOTE: Model needs to be loaded first)
- 0x4AEF38 - [1 byte] - THUGSTOOLS Flame Thrower weapon number (NOTE: Model needs to be loaded first)
- 0x68E058 - [float] - DEEPFRIEDMARSBARS/PROGRAMMER Tommy's body width
- 0x68F1F0 - [float] - ONSPEED set game speed
- 0x68F1F4 - [float] - ONSPEED game speed multiplier
- 0x68F1F8 - [float] - BOOOOOORING set game speed
- 0x68F1FC - [float] - BOOOOOORING game speed multiplier
- 0x68F204 - [string] - LOOKLIKELANCE Lance model
- 0x68F20C - [string] - IWANTBIGTITS Candy model
- 0x68F214 - [string] - MYSONISALAWYER Ken model
- 0x68F21C - [string] - ILOOKLIKEHILARY Hilary model
- 0x68F224 - [string] - ROCKANDROLLMAN Jezz model
- 0x68F22C - [string] - ONEARMEDBANDIT Phil model
- 0x68F234 - [string] - IDONTHAVETHEMONEYSONNY Sonny model
- 0x68F240 - [string] - FOXYLITTLETHING Mercedes model
- 0x68F248 - [string] - WELOVEOURDICK Dick model
- 0x68F250 - [string] - CHEATSHAVEBEENCRACKED Diaz model
- 0x97F2C4 - [1 byte] - CHASESTAT cheat switch
- 0xA10AB3 - [1 byte] - OURGODGIVENRIGHTTOBEARARMS cheat switch
- 0xA10ADC - [1 byte] - GREENLIGHT cheat switch
- 0xA10B0F - [1 byte] - GRIPISEVERYTHING cheat switch
- 0xA10B11 - [1 byte] - AIRSHIP cheat switch
- 0xA10B23 - [1 byte] - CERTAINDEATH cheat switch
- 0xA10B26 - [1 byte] - AHAIRDRESSERSCAR cheat switch
- 0xA10B28 - [1 byte] - COMEFLYWITHME cheat switch
- 0xA10B2E - [1 byte] - Cheat is used flag
- 0xA10B30 - [1 byte] - WHEELSAREALLINEED cheat switch
- 0xA10B47 - [1 byte] - MIAMITRAFFIC cheat switch
- 0xA10B5F - [1 byte] - FANNYMAGNET cheat switch
- 0xA10B81 - [1 byte] - SEAWAYS cheat switch
- 0xA10B82 - [1 byte] - IWANTITPAINTEDBLACK cheat switch
- 0xA10B87 - [1 byte] - LIFEISPASSINGMEBY cheat
- 0x6D85E4 - [string] - THUGSTOOLS cheat input
- 0x6D85F0 - [string] - PROFESSIONALTOOLS cheat input
- 0x6D8604 - [string] - NUTTERTOOLS cheat input
- 0x6D8610 - [string] - PRECIOUSPROTECTION cheat input
- 0x6D8624 - [string] - ASPIRINE cheat input
- 0x686FD0 - [string] - YOUWONTTAKEMEALIVE cheat input
- 0x686FE4 - [string] - LEAVEMEALONE cheat input
- 0x686FF4 - [string] - APLEASANTDAY cheat input
- 0x687004 - [string] - ALOVELYDAY cheat input
- 0x687010 - [string] - ABITDRIEG cheat input
- 0x68701C - [string] - CATSANDDOGS cheat input
- 0x688580 - [string] - CANTSEEATHING cheat input
- 0x688590 - [string] - PANZER cheat input
- 0x688598 - [string] - LIFEISPASSINGMEBY cheat input
- 0x6885AC - [string] - BIGBANG cheat input
- 0x6885B4 - [string] - STILLLIKEDRESSINGUP cheat input
- 0x6885C8 - [string] - FIGHTFIGHTFIGHT cheat input
- 0x6885D8 - [string] - NOBODYLIKESME cheat input
- 0x68F160 - [string] - CERTAINDEATH cheat input
- 0x68F170 - [string] - DEEPFRIEDMRSBARS cheat input
- 0X68F184 - [string] - PROGRAMMER cheat input
- 0x695128 - [string] - OURGODGIVENRIGHTTOBEARARMS cheat input
- 0x695144 - [string] - ONSPEED cheat input
- 0x69514C - [string] - BOOOOOORING cheat input
- 0x695158 - [string] - WHEELSAREALLINEED cheat input
- 0x69516C - [string] - COMEFLYWITHME cheat input
- 0x69517C - [string] - GRIPISEVERYTHING cheat input
- 0x695070 - [string] - CHASESTAT cheat input
- 0x6DC408 - [string] - WELOVEOURDICK cheat input
- 0x6DC418 - [string] - SEAWAYS cheat input
Taxi
- 0x456046 - [4 bytes] - Opcode 02DE check if player is in a Taxi
- +0x8 for each additional taxis (Cabbie, Zebra Cab, Kaufman Cabs)
- 0x5B8AB6 - [1 byte] - Cash when entering a taxi (set to 12 by default)
- 0xA10B7F - [1 byte] - Kaufman Cabs' radio flag
Restart mission taxi:
- 0x42AEAC - [4 bytes] - Kaufman Cabs spawn (NOTE: Model needs to be loaded through 0x42AFB3 and set to spawn through 0x94EEB8)
- 0x42AFB3 - [4 bytes] - Kaufman Cabs model load
- 0x42AFD6 - [6 bytes] - NOP to have Tommy be able to carjack the taxi instead of entering it as passenger
- 0x42B219 - [1 byte] - Blue fade in color
- +0x2 - [1 byte] - Green fade in color
- +0x2 - [1 byte] - Red fade in color
- 0x42B24E - [4 bytes] - TAXI text duration
- 0x687574 - [string] - TAXI text
- 0x94DD94 - [float] - X-coord taxi destination (updated by opcode 058E)
- +0x4 - [float] - Y-coord taxi destination
- +0x4 - [float] - Z-coord taxi destination
- 0x94EEB8 - [1 byte] - Set taxi to spawn
- 0xA0D378 - [float] - Angle taxi destination
- 0xA10B6D - [1 byte] - Activate mission restart taxi
Display
- 0x46B389 - [byte] - camera move when entering/exiting car
- 0x46B58F - [byte] - same [5]
- 0x68AE2E - [2 bytes] - camera distance from player (set only lower, higher bugs the camera)
- 0x68AEE0 - [float] - cinema top border height
- 0x68AEE4 - [float] - cinema bottom border height
- 0x68FD02 - [byte] - controls radar map [6]
- 0x68FD16 - [byte] - radar width
- 0x68FD17 - [byte] - only radar ring visible [6]
- 0x68FD28 - [float] - Radar Size (XY)
- 0x68FD2C - [Float] - Radar X Position
- 0x68FD34 - [Float] - Radar Y Position
- 0x68FD38 - [Float] - Radar Shape
- 0x68FD3C - [Float] - Radar Shape
- 0x698A8C - [float] - ambient lighting
- 0x7E46B8 - [float] - camera X position
- 0x7E46BC - [float] - camera Y position
- 0x7E46C0 - [float] - camera Z position
- 0x7E46F5 - [byte] - wide screen borders
- 0x7E4764 - [byte] - car camera
- 0x7E47EC - [byte] - player camera
- 0x869655 - [byte] - frame limiter
- 0x869650 - [byte] - subtitles
- 0x869652 - [byte] - widescreen
- 0x86963A - [byte] - hud display
- 0xA10AF6 - [byte] - replay display on/off
- 0xA10B68 - [byte] - white scanlines
- 0xA10B69 - [byte] - green scanlines
- 0xA0FD04 - [DWORD] - resolution Width
- 0xA0FD08 - [DWORD] - resolution height
- 0xA0FD00 - [DWORD] - Color bit.
Mp3 player
- 0xA108B0
- Number of mp3s found [dword].
- 0xA10B50
- Mp3 station playing [byte].
- 0x9753E0
- Pointer to first mp3 file block [dword].
- 0x97881C
- Index of mp3 playing [dword].
- 0x978550
- Pointer to HDIG Driver (mss) [dword].
- 0x978668
- Current stream (mss) [dword].
- 0x94C104
- Total length of all mp3s (in milliseconds) [dword].
Loading screen
- 0xA0CE94
- Progress [float].
- 0x68E6FC
- Progress step [float].
- 0x68E70C
- Bar width [float].
- 0x68E710
- Bar height [float].
- 0x68E708
- Distance from bottom [float].
- 0x68E704
- Distance from left [float].
- 0x4A6C33
- Moving Loading Bar Color (red) [Byte]
- 0x4A6C2E
- Moving Loading Bar Color (Green) [Byte]
- 0x4A6C29
- Moving Loading Bar Color (Blue) [Byte]
- 0x4A6C24
- Moving Loading Bar transparency (A) [Byte]
- 0x4A6B80
- Bar Color (red) [Byte]
- 0x4A6B7E
- Bar Color (Green) [Byte]
- 0x4A6B7C
- Bar Color (Blue) [Byte]
- 0x4A6B77
- transparency (A) [Byte]
Mouse
- 0x936910 - [float] - Mouse X movement
- 0x936914 - [float] - Mouse Y movement
- 0x936908 - [Byte] - Left Mouse Button (LMB)
- 0x936909 - [Byte] - Right Mouse Button (RMB)
- 0x93690A - [Byte] - Middle Mouse Button (MMB)
- 0x93690B - [Byte] - Mouse Wheel Down
- 0x93690C - [Byte] - Mouse Wheel UP
- 0x703997
- Selected menu index [byte]. GTAForums post
- 00 - Stats
- 01 - Start Game
- 03 - Audio Setup
- 04 - Display
- 05 - Language
- 06 - Map
- 07 - InGame/ Starts New Game
- 08 - Load Game
- 09 - Delete Game
- 10 - "All unsaved progress..." Load Game
- 11 - "Proceed wit deleting..." Delete Game
- 12 - Goes to 01 - Start Game
- 13 - "Deleting Saved game. Please Wait..." then goes to 14
- 14 - "Delete Successful. Select OK to continue" "Ok" Delete Game
- 15 - Save Game List
- 16 - "Are you sure you want to save this game?"
- 17 - "Saving current game. Please wait...." Then goes to 18
- 18 - "Save Successful. Select OK to continue." "OK"
- 19 - "Ok" Saved Game, this is just a blank screen with no text
- 20 - "Warning! One or more cheats..." Cheat warning
- 21 - Player Skin Setup
- 26 - Controller Setup
- 27 - Options
- 29 - Main Menu
- 30 - RedeFine Controls
- 31 - Mouse Settings
- 32 - Resume
- 33 - "Greetings From Vice City" Then ends game
- 34 - "Greetings From Vice City" Then ends game
- 35+ - Blank Screen
- 0x704851
- Arrow in map "you are here" [byte].
- 0x783F12
- Save game directory [String].
- 0x97509C
- Save Game DIR [String].
- 0x936908
- Mouse button pressed [byte].
- 0x869660
- Selected menu item id [byte].
- 0x869728
- Current menu id [byte].
- 0x869730
- Last saving slot used (0 to 7) [byte].
- 0x68D5D4
- Stats menu scroll speed [float].
- 0x68D12C
- Stats menu line spacing [float].
- 0x68BF58
- Menu backgroung Texture name[string]
- 0x68BF68
- menu logo Texture name[string]
- 0x68BF7C
- Mouse Texture name[string]
- 0x869694
- Mouse X Position [float].
- 0x869698
- Mouse Y Position [float].
- 0x86965A
- Music Volume [Byte].
- 0x86968A
- MP3 boost [Byte].
- 0x869659
- SFX Volume [Byte].
Stats
- Main page: List of statistics (VC)
- 0x4CC102 - [4 bytes] - Total number of stores to knock off (default is 15)
- 0x4CC1CD - [4 bytes] - Total number of assassination contracts to complete (default 5)
Garages
- 0x7D74B8 - el swanko casa (1 car garage)
- 0x7D74E0 - el swanko casa
- 0x7D7508 - el swanko casa
- 0x7D7530 - el swanko casa
- 0x7D7558 - hyman condo left (4 car garage)
- 0x7D7580 - hyman condo left
- 0x7D75A8 - hyman condo left
- 0x7D75D0 - hyman condo left
- 0x7D75F8 - hyman condo middle (2 car garage)
- 0x7D7620 - hyman condo middle
- 0x7D7648 - hyman condo middle
- 0x7D7670 - hyman condo middle
- 0x7D7698 - hyman condo right (2 car garage)
- 0x7D76C0 - hyman condo right
- 0x7D76E8 - hyman condo right
- 0x7D7710 - hyman condo right
- 0x7D7738 - ocean heights (1 car garage)
- 0x7D7760 - ocean heights
- 0x7D7788 - ocean heights
- 0x7D77B0 - ocean heights
- 0x7D77D8 - links view apartment (1 car garage)
- 0x7D7800 - links view apartment
- 0x7D7828 - links view apartment
- 0x7D7850 - links view apartment
- 0x7D7878 - sunshine autos far right (2 car garage)
- 0x7D78A0 - sunshine autos far right
- 0x7D78C8 - sunshine autos far right
- 0x7D78F0 - sunshine autos far right
- 0x7D7918 - sunshine autos mid right (2 car garage)
- 0x7D7940 - sunshine autos mid right
- 0x7D7968 - sunshine autos mid right
- 0x7D7990 - sunshine autos mid right
- 0x7D79B8 - sunshine autos mid left (2 car garage)
- 0x7D79E0 - sunshine autos mid left
- 0x7D7A08 - sunshine autos mid left
- 0x7D7A30 - sunshine autos mid left
- 0x7D7A58 - sunshine autos far left (2 car garage)
- 0x7D7A80 - sunshine autos far left
- 0x7D7AA8 - sunshine autos far left
- 0x7D7AD0 - sunshine autos far left
- 0x7D7AF8 - vercetti estate (2 car garage)
- 0x7D7B20 - vercetti estate
- 0x7D7B48 - vercetti estate
- 0x7D7B70 - vercetti estate
- +0x0 - [4 bytes] - car IDE model
- +0x4 - [float] - x position
- +0x8 - [float] - y position
- +0xC - [float] - z position
- +0x10 - [float] - vector angle x
- +0x14 - [float] - vector angle y
- +0x18 - [float] - vector angle z
- +0x1C - [4 bytes] - immunities
- +0x20 - [1 byte] - primary color
- +0x21 - [1 byte] - secondary color
- +0x22 - [1 byte] - radio station
- +0x23 - [1 byte] - variation 1
- +0x24 - [1 byte] - variation 2
- +0x25 - [1 byte] - bomb type (3=remote,2=engine ignition,1=timed,0=none)
CBrightLight
RwV3D cornerAA;
RwV3D cornerAB;
RwV3D cornerBA;
RwV3D cornerBB;
float fDistanceToCamera;
RwRGBA color;
CEntity
The CEntity class is 0x064 bytes in size.
Offset |
Type |
Description
|
0x000 |
pointer |
pointer to virtual method table
|
0x004 |
CMatrix |
matrix
|
0x044 |
pointer |
RwObject
|
0x048 |
pointer |
RpAtomic
|
0x04C |
pointer |
RpClump
|
0x050 |
byte |
- (& 7) 1 = building
- (& 7) 2 = vehicle
- (& 7) 3 = ped
- (& 7) 4 = object
- (& 7) 5 = dummy
- (>> 3) 0 = STATUS_PLAYER
- (>> 3) 1 = STATUS_PLAYER_PLAYBACKFROMBUFFER
- (>> 3) 2 = STATUS_SIMPLE
- (>> 3) 3 = STATUS_PHYSICS
- (>> 3) 4 = STATUS_ABANDONED
- (>> 3) 5 = STATUS_WRECKED
- (>> 3) 6 = STATUS_TRAIN_MOVING
- (>> 3) 7 = STATUS_TRAIN_NOT_MOVING
- (>> 3) 8 = STATUS_HELI
- (>> 3) 9 = STATUS_PLANE
- (>> 3) 10 = STATUS_PLAYER_REMOTE
- (>> 3) 11 = STATUS_PLAYER_DISABLED
|
0x051 |
byte |
|
0x052 |
byte |
|
0x053 |
byte |
- bit 1 = bullet proof
- bit 2 = fire proof
- bit 3 = collision proof
- bit 4 = melee proof
- bit 5 = only damaged by player
|
0x058 |
word |
scan code
|
0x05A |
word |
random number
|
0x05C |
word |
model index
|
0x05E |
byte |
building's level/island number
|
0x05F |
byte |
object interior number
|
CPhysical
Offsets continue from CEntity, which is the parent class. The CPhysical class is 0x120 bytes in size including CEntity.
Offset |
Type |
Description
|
0x064 |
dword |
audio entity (allows sounds to play)
|
0x06C |
dword |
last collision time
|
0x070 |
CVector |
movement speed
|
0x07C |
CVector |
turn speed
|
0x088 |
CVector |
movement force
|
0x094 |
CVector |
turn force
|
0x0B8 |
float |
mass
|
0x0BC |
float |
turn resistance
|
0x0C0 |
float |
acceleration resistance, initialised to 1.0
|
0x0E6 |
byte |
number of objects it is colliding
|
0x100 |
float |
speed
|
0x104 |
float |
collision power (also damages vehicles)
|
0x11A |
byte |
|
0x11C |
byte |
current collision value
|
0x11D |
byte |
origin level
|
CPed
Offsets continue from CPhysical, which is the parent class. The CPed class is 0x6D8 bytes in size including CPhysical and CEntity.
0x94AD28 - [pointer] - Player pointer (Note that Player is an instance of CPed Class)
Offset |
Type |
Description
|
0x141 |
byte |
fast shoot
|
0x14C |
byte |
shooting anim
|
0x14D |
byte |
|
0x14F |
byte |
|
0x14E |
byte |
- bit 2 = heed threats
- bit 6 = firing gun/throwing projectiles
|
0x150 |
byte |
|
0x151 |
byte |
- bit 2 = can't be dragged out
|
0x156 |
byte |
|
0x1F4 |
byte |
sub animation
|
0x18C |
dword |
threat search
|
0x244 |
dword |
player current status [1] [2], values include:
- 0x01 = normal on foot
- 0x07 = walking
- 0x0C = first person aiming
- 0x10 = running punching/attack with any weapons
- 0x11 = standing punching/standing getting punched
- 0x13 = lifting phone
- 0x16 = autoaim
- 0x18 = running to enter vehicle
- 0x1F = weak dodge
- 0x24 = answering mobile
- 0x29 = jumping
- 0x2A = lying onto ground/being knocked to lying on ground
- 0x2B = getting back up from lying on ground
- 0x2D = dodge car
- 0x32 = sitting in vehicle
- 0x36 = death before wasted screen
- 0x37 = wasted screen
- 0x38 = jacking car by pulling someone out/hitting someone out
- 0x39 = getting jacked by being pulled out
- 0x3A = entering vehicle
- 0x3C = exiting vehicle
- 0x3E = busted
|
0x24C |
byte |
- 0 = exiting car
- 1 = standing still
- 2 = entering/in car/initial running
- 4 = running
- 5 = sprinting
|
0x354 |
float |
health
|
0x358 |
float |
armor
|
0x378 |
float |
rotation (related to north)
|
0x3A8 |
CVehicle pointer |
last controlled vehicle/vehicle about to be entered
|
0x3A4 |
byte |
target objective
|
0x3AC |
byte |
is in any vehicle
|
0x3D4 |
dword |
ped type
|
0x408 |
CWeapon[10] |
current weapon blocks, blocks ordered by weapon slot
|
0x4F8 |
dword |
previous weapon number to remember, e.g. when using cellphone, entered a car
|
0x504 |
byte |
current weapon type
|
0x506 |
byte |
weapon accuracy
|
0x508 |
CPed pointer |
targeted ped
|
0x518 |
byte |
melee anim 1
|
0x520 |
byte |
melee anim 2
|
0x52C |
float |
upper torso rotation
|
0x56C |
pointer[10] |
Nearest peds
|
0x598 |
byte |
last damaged weapon
|
0x59C |
pointer |
character last damaged by
|
0x5F4 |
CWanted pointer |
wanted level pointer
|
0x59C |
pointer |
damaged by character
|
0x600 |
float |
stamina [1]
|
0x604 |
float |
max stamina, initialised 150.0, +0x608 controls its increase
|
0x608 |
float |
stamina duration; when reaches 500.0, resets to 0.0 and increases max stamina by 10.0
|
0x60C |
byte |
current weapon slot again?
|
0x638 |
byte |
drunkenness
|
0x639 |
byte |
drunkenness countdown toggle
|
0x63D |
byte |
can be damaged
|
CVehicle
Offsets continue from CPhysical, which is the parent class. The CVehicle class is 0x2A0 bytes in size including CPhysical and CEntity.
0x7E49C0 - [pointer] - Player's car pointer (player pointer when not in car)
Offset |
Type |
Description
|
0x156 |
byte |
driver behavior
|
0x160 |
byte |
cruise speed
|
0x19C |
pointer |
target pointer to ram or block
|
0x1A0 |
byte |
primary color (carcols.dat)
|
0x1A1 |
byte |
secondary color
|
0x1A2 |
byte |
car variation
|
0x1A4 |
dword |
alarm duration, time in milliseconds
|
0x1A8 |
pointer |
driver pointer
|
0x1AC |
pointer[8] |
passenger pointers
|
0x1CC |
byte |
current number of passengers
|
0x1CD |
byte |
num getting in
|
0x1CE |
byte |
getting in flags
|
0x1CF |
byte |
getting out flags
|
0x1D0 |
byte |
maximum number of passengers
|
0x1E8 |
float |
steer angle 1
|
0x1EC |
float |
steer angle 2 (negative = wheels right; positive = wheels left)
|
0x1F0 |
float |
accelerator pedal
|
0x1F4 |
float |
brake pedal
|
0x1FB |
byte |
|
0x1FD |
byte |
- bit 0 = is submerged in water
|
0x1FE |
byte |
(& 7) car bomb state
|
0x201 |
byte |
power pills carried (unused)
|
0x204 |
float |
health
|
0x210 |
pointer |
player pointer after car is armed with car bomb
|
0x230 |
dword |
lock status
|
0x23C |
byte |
current radio station
|
0x240 |
byte |
horn status
|
0x245 |
byte |
is car siren on
|
0x29C |
dword |
vehicle type
- 0 = general
- 1 = boat
- 2 = train (unused)
- 3 = NPC police helicopter
- 4 = NPC plane
- 5 = bike
|
CAutomobile
Offsets continue from CVehicle, which is the parent class. The CAutomobile class is 0x5DC bytes in size including CPhysical, CEntity, and CVehicle.
Offset |
Type |
Description
|
0x2A4 |
byte |
engine state
- 0 = normal
- 100/200 = unique to BF Injection
- 225 = burning ready to explode
|
0x2A5 |
byte |
left front wheel state
- 0 = normal
- 1 = popped
- 2 = none
|
0x2A6 |
byte |
left rear & middle wheel state
|
0x2A7 |
byte |
right front wheel state
|
0x2A8 |
byte |
right rear & middle wheel state
|
0x2A9 |
byte |
bonnet damage/physical state
- 0 = normal/closed
- 1 = damaged
- 2 = damaged swinging/just swinging
- 3 = detached/no doors
|
0x2AA |
byte |
boot damage/physical state
|
0x2AB |
byte |
left front door damage/physical state
|
0x2AC |
byte |
right front door damage/physical state
|
0x2AD |
byte |
left rear door damage/physical state
|
0x2AE |
byte |
right rear door damage/physical state
|
0x2B0 |
byte |
light status
- bit 0/1 = front left lights
- bit 2/3 = front right lights
- bit 4/5 = rear left lights
- bit 6/7 = rear right lights
|
0x2B4 |
byte |
front side panels damage state
|
0x2B5 |
byte |
rear side panels damage state
|
0x2B6 |
byte |
front panels damage state
|
0x2B7 |
byte |
rear panels damage state
|
0x32C |
byte |
bike front tire status
|
0x32D |
byte |
bike rear tire status
|
0x474 |
float |
bike pitch lean
|
0x484 |
float |
left front suspension height
|
0x488 |
float |
left rear suspension height
|
0x48C |
float |
right front suspension height
|
0x490 |
float |
right rear suspension height
|
0x4E8 |
byte |
bike burnout
|
0x501 |
byte |
special vehicle properties
|
0x5B0 |
dword |
Rhino & Fire truck Cannon angle
|
0x5BB |
dword |
BF-Inject Rotation angle
|
0x5C5 |
byte |
number of wheels on ground
|
0x5CC |
byte |
car burnout
|
CPlane
Offsets continue from CVehicle, which is the parent class. The CPlane class is 0x2B4 bytes in size including CPhysical, CEntity, and CVehicle.
Offset |
Type |
Description
|
0x2A0 |
word |
i-th plane (e.g. 0-2 for three Aeroplanes)
|
0x2B1 |
byte |
is drug run Dodo (unused)
|
0x2B2 |
byte |
is drop off Dodo (unused)
|
CMatrix
CVector
Offset |
Type |
Description
|
0x000 |
float |
x-direction
|
0x004 |
float |
y-direction
|
0x008 |
float |
z-direction
|
CWeapon
Offset |
Type |
Description
|
0x000 |
dword |
weapon type
|
0x004 |
dword |
status
- 0 = normal
- 1 = firing in 1st person/using flamethrower
- 2 = reloading
- 3 = no more ammo
|
0x008 |
dword |
current clip
|
0x00C |
dword |
current ammo
|
CWanted
Offset |
Type |
Description
|
0x000 |
dword |
chaos level
|
0x01E |
byte |
activity
- bit 0 = cops ignore player
- bit 1 = everyone ignore player
- bit 2 = swat required
- bit 3 = fbi required
- bit 4 = army required
|
0x020 |
dword |
HUD active wanted level
|
CPickup
0x945D30 - [struct] CPickupVC GTAForums post
- 0x00 - [CVector] - vecPos
position of the pickup
- 0x0C - [FLOAT] - fStandProximity
how close the player is standing to the pickup?
- 0x10 - [POINTER] - CObjectVC* pObject
entity associated with the pickup
- 0x14 - [POINTER] - CObjectVC* pExtraObject
extra entity (for minigun for example)
- 0x18 - [DWORD] - dwPickupQuantity
used for weapons and money
either the time it was created or when it should disappear
- 0x20 - [WORD] - wMoneyGenerationRate
how quickly this pickup generates money
model ID of the pickup
- 0x24 - [WORD] - wUniqueId
unique identifier of this pickup
- 0x26 - [char] - szPickupTextKey[8]
key of the text that is shown when on this pickup
- 0x2E - [BYTE] - bytePickupType
shows if pickup slot is in use and its type
- 0x2F - [BYTE] - byteRemoved
pickup has been removed
- 0x30 - [BYTE] - byteEffects
which kind of visual effects this pickup has (values 0/1)
- 0x31 - padding - 3 B alignment
CObject
Offsets continue from CPhysical, which is the parent class. The CObject class is 0x1A0 bytes in size including CPhysical and CEntity.
0x945D40 - [POINTER] - CObject[] - 416 B object GTAForums post
- +0x120 - CMatrix - 72 B matDummyInitial
initial matrix, when converted from a dummy object
- +0x168 - [FLOAT] - fAttachForce
how strongly the object is attached to the ground
- +0x16C - [BYTE] - byteObjectType
- 0 - default (unused)
- 1 - map object
- 2 - projectiles, pickups, script objects
- 3 - dead car parts and roadblocks
- 4 - cutscene object
- 5 - spiketraps
- 0x16D - [BYTE] - flags
- 0b00000001 - bIsPickupObject
- 0b00000010 - bDoCircleEffect
- 0b00000100 - bRenderPickupQuantity
- 0b00001000 - bRenderPickupAvailability
- 0b00010000 - bWindowMinorCollisionDamage
- 0b00100000 - bHasWindowBeenBrokenByMelee
- 0b01000000 - bHasObjectExplosionTriggered
- 0b10000000 - bIsVehicleComponent
- 0x16E - [BYTE] - flags
- 0x172 - padding - 2 B alignment
- 0x174 - [FLOAT] - fDamageMultiplier
object damage multiplier - how easily it breaks
- 0x178 - [BYTE] - byteCollisionDamageType
what happens when the object receives damage
- 0x179 - [BYTE] - byteSpecialCollisionType
special collision type for some objects
- 0x17A - [BYTE] - byteCameraAvoids
whether the camera avoids this object
- 0x17B - [BYTE] - byteBounceScore
how many times the player has hit this with his head (beachball)
- 0x17C - padding - 4 B alignment
- 0x180 - [DWORD] - dwObjectTimer
for some objects this shows when it will disappear (car parts)
- 0x184 - [WORD] - wRefModelId
the ID of the model this object is a part of (car parts)
- 0x186 - padding - 2 B alignment
- 0x188 - [POINTER] - CEntity* pInitialSurface
the surface the object is on when created
- 0x18C - [POINTER] - CPhysical* pContactPhysical
a physical that is currently in contact with this object
- 0x190 - [BYTE] - byteVehicleMainColor
main color for vehicle parts
- 0x191 - [BYTE] - byteVehicleExtraColor
extra color for vehicle parts
- 0x192 - padding - 2 B alignment
Police
- 0xA10ADB - [byte] - Police helicopter state
- 0x69A633 - [byte] - size of Police EM lights
Police cars, that are chasing the player (models must be loaded first [2]):
- 0x426A21 - [byte] - first police car
- 0x426987 - [byte] - second police car
- 0x42697E - [byte] - Enforcer
- 0x4268B8 - [byte] - Vicechee 1
- 0x4268D3 - [byte] - Vicechee 2
- 0x4268EE - [byte] - Vicechee 3
- 0x426909 - [byte] - Vicechee 4
- 0x4269BA - [byte] - FBI Rancher
- 0x426A0A - [byte] - Barracks Ol
- 0x426A14 - [byte] - Rhino
Police weapons:
- 0x4ED772 - [byte] - first weapon (Nitestick)
- 0x4EC21D - [byte]
- 0x4EC228 - [byte]
Skins (models must be loaded):
- 0x4ED762 - [byte] - policeman skin
- 0x4ED76B - [byte] - policeman skin (wanted level)
- 0x4ED7C3 - [byte] - swat skin
- 0x4ED812 - [byte] - FBI skin
- 0x4ED834 - [byte] - army skin
Wanted level needed, to see police cars & peds:
- 0x4D1E23 - [byte] - Army
- 0x4D1E43 - [byte] - FBI
- 0x4D1E63 - [byte] - Swat
- 0x4E1E83 - [byte] - Vicechee
Cars used for roadblocks (models must be loaded):
- 0x4436F1 - [byte] - Police
- 0x4436E5 - [byte] - Swat
- 0x4436C5 - [byte] - FBI
- 0x4436A4 - [byte] - Barracks Ol
Car Attributes
- 0x426640 - [byte] - controls removing cars that are far away [4]
- 0x427AAC - [4 bytes] - spawns with jingle/siren/horn on
- 0x591572 - [byte] - Phoenix engine animation (no use on other cars)
- 0x57157A - [byte] - BF-Inject Rotation
- 0x597F4A - [byte] - Hunter weapon
- 0x598302 - [byte] - Seasparrow weapon
- 0x58BCA8 - [byte] - Cuban exhaust
- 0x58B958 - [byte] - Cuban exhaust
- 0x58BCB5 - [byte] - Cuban exhaust on/off
- 0x5945F1 - [byte] - Rhino cannon
- 0x5945D5 - [byte] - Fire truck water cannon
- 0x594611 - [byte] - Voodoo hydraulics
- 0x59C7E5 - [byte] - Stinger jump in animation
- 0x5A0316 - [byte] - police boat weapon
- 0x5B9675 - [byte] - shooting this vehicle gives a wanted star
- 0x69A608 - [float] - Reaction Force of Rhino Cannon
- 0x69A60C - [float] - Cuban flame exhaust scale
- 0x69A610 - [float] - Rhino Cannon Fire Range
- 0x69A618 - [float] - Radius of FireTrail Rhino cannon Fire, (like smoketrail for Bullets)
- 0x69A61C - [float] - Radius of Smoke near Rhino Cannon
- 0x69A630 - [float] - Radius of Spark on the Mouth of Rhino Cannon
- 0x69A710 - [4 bytes] - Cuban flame exhaust Z offset
- 0x69A714 - [4 bytes] - Cuban flame exhaust X offset
- 0x69A71C - [4 bytes] - Cuban flame exhaust Y offset
Miscellaneous
- 0x68723B - [byte] - chance of traffic accidents by peds cars
- 0x68F5F0 - [float] - gravity
- 0x68F590 - [float] - Keep force's law valid. Value is always 1 second
- 0x68F62A - [2 bytes] - car behaviour when another car crashes into
- 0x69102E - [byte] - tick rate (like gamespeed, but doesn't affect on SCM script speed execution)
- 0x69154E - [byte] - vehicle and peds size (bugged size sometimes + not proper collision)
- 0x695680 - [4 bytes] - moon size
- 0x69A61A - [byte] - car friction/surface
- 0x69A6A8 - [float] - wheel camber (negative values)
- 0x69B34A - [float] - car door open/close speed
- 0x69C780 - [float] - max helicopter height
- 0x7838D1 - [byte] - car gear
- 0x7E48BC - [float] - player's up/down angle
- 0x7E48CC - [float] - player's left/right angle
- 0x869728 - [byte] - active menu [3]
- 0x974C34 - dword - number of activated cranes
- 0x978810 - [4 bytes] - current interior
- 0x97F264 - float - time scale
- 0x9B6CE4 - dword - number of vehicles collected by military crane
- 0xA0D1CC - dword - camera current cullzone
- 0xA0DAC0 - dword - player current cullzone
- 0xA10B3A - [byte] - Taxi boost
- 0xA10B6B - byte - game clock hours
- 0xA10B92 - byte - game clock minutes
- 0xA10A3C - word - game clock seconds
- 0xA10B33 - byte - stored game clock hours
- 0xA10B5D - byte - stored game clock minutes
- 0xA10A5E - word - stored game clock seconds
- 0xA10942 - char[30] - Buffer of 30 last typed characters, previously typed chars are on next bytes.
- 0xA10A44 - word - hud item to flash
- 0xA10AB5 - byte - resprays are free
- 0xA10AB6 - [1 byte] - disable radar (unused)
- 0xA10ABB - byte - all taxi lights (unused)
- 0xA10B32 - byte - bombs are free (unused)
- 0x78D658 - [float] - the 1st Water Level on the Z-coordinate denoted in Steve-m's water editor as Black Color
- 0x78D65C - [float] - the 2nd Water Level on the Z-coordinate denoted in Steve-m's water editor as Red Color
- 0x6912DC - [float] - Z coordinate on how deep the player should fall before re-spawning
Arrays
- Start of array: 0x7D96D8
- Size of each element: 0x8
- Number of elements: 0x6
Offset |
Type |
Initialisation |
Description
|
0x00 |
dword |
-1 |
vehicle handle
|
0x04 |
dword |
0 |
duration upside down
|
Constructed arrays
These are arrays constructed by the function __construct_array
(0x6402D0).
Vehicle model info
- Start of array: 0x752A8C
- Size of each element: 0x174
- Number of elements: 0x6E
Offset |
Type |
Initialisation |
Description
|
0x000 |
pointer |
|
virtual table
|
0x032 |
char[8] |
|
GXT key
|
0x03C |
dword |
|
type
- 0 = cars
- 1 = boat
- 2 = train
- 3 = heli
- 4 = plane
- 5 = bike
|
0x040 |
float |
|
wheel scale
|
0x044 |
word |
|
wheel model index
|
0x046 |
byte |
|
handling index
|
0x049 |
byte |
|
class
- 0 = normal
- 1 = poorfamily
- 2 = richfamily
- 3 = executive
- 4 = worker
- 5 = big
- 6 = taxi
- 7 = moped
- 8 = motorbike
- 9 = leisureboat
- 10 = workerboat
- -1 = ignore
|
0x04A |
byte |
|
level
|
0x04C |
word |
|
frequency
|
0x08C |
dword |
|
component rules
|
0x144 |
byte[8] |
|
primary colors
|
0x14C |
byte[8] |
|
secondary colors
|
0x154 |
byte |
|
number of colors
|
0x170 |
dword |
|
anim file index
|
#pragma pack(push, 4)
struct CVehicleModelInfo : public CClumpModelInfo
{
BYTE m_bLastCarColorId[2];
char m_cGameName[10];
DWORD m_dwVehicleType;
float m_fWheelScale;
WORD m_wWheelModelIndex;
WORD m_wHandlingId;
BYTE m_bNumDoors;
BYTE m_bVehicleClass;
BYTE m_bLvl;
BYTE m_bNumExtras;
WORD m_wFrq;
CVector m_vDummyPos[5];
DWORD m_dwComprules;
float m_fBikeSteerAngle;
RpMaterial *m_pMaterialPrimary[24];
RpMaterial *m_pMaterialSecondary[20];
BYTE m_bPrimaryColorId[8];
BYTE m_bSecondaryColorId[8];
BYTE m_bNumColorVariations;
BYTE m_bLastColorVariation;
BYTE m_bCurrentColorId[2];
RpAtomic *m_pExtra[6];
char *m_pAnimName;
};
#pragma pack(pop)
Explosion
- Start of array: 0x780C88
- Size of each element: 0x38
- Number of elements: 0x30
Offset |
Type |
Initialisation |
Description
|
0x00 |
dword |
0 |
type
|
0x04 |
float[3] |
0.0, 0.0, 0.0 |
x,y,z position
|
0x10 |
float |
1.0 |
radius
|
0x14 |
float |
0.0 |
expansion rate
|
0x18 |
pointer |
0 |
owner
|
0x1C |
pointer |
0 |
victim
|
0x20 |
dword |
0 |
time to expire
|
0x24 |
byte |
0 |
counter
|
0x25 |
byte |
0 |
is counter initialised
|
0x26 |
byte |
0 |
no jet effect for vehicle explosion (applicable to types 3, 4, 5)
|
0x27 |
byte |
1 |
has sound
|
0x28 |
dword |
0 |
game time of vehicle explosion (applicable to types 3, 4, 5, 6, 7)
|
0x2C |
dword |
0 |
game time to extend effect of explosion
|
0x30 |
float |
0.0 |
force
|
0x34 |
float |
0.0 |
ground z for Molotov explosion (applicable to type 1)
|
Projectile info
- Start of array: 0x7DB888
- Size of each element: 0x1C
- Number of elements: 0x20
Offset |
Type |
Initialisation |
Description
|
0x00 |
dword |
12 |
weapon type
|
0x04 |
dword |
0 |
thrower pointer
|
0x08 |
dword |
0 |
game timer to expire projectile
|
0x0C |
byte |
0 |
does projectile exist
|
0x0D |
byte[3] |
0 |
align
|
0x10 |
float[3] |
0.0, 0.0, 0.0 |
x,y,z coordinates
|
- Start of array: 0x7F0EA0
- Size of each element: 0xF4
- Number of elements: 0x30
Offset |
Type |
Initialisation |
Description
|
0x00 |
float[2] |
0.48, 1.12 |
x,y scale
|
0x08 |
byte[4] |
225, 225, 225, 255 |
RGBA color
|
0x0C |
byte |
0 |
justify
|
0x0D |
byte |
0 |
center
|
0x0E |
byte |
0 |
background
|
0x0F |
byte |
0 |
background only text
|
0x10 |
float |
182.0 |
wrap x
|
0x14 |
float |
640.0 |
center size
|
0x18 |
byte[4] |
128, 128, 128, 128 |
RGBA background color
|
0x1C |
byte |
1 |
proportional
|
0x1D |
byte |
0 |
draw before fade
|
0x1E |
byte |
0 |
right justify
|
0x1F |
byte |
0 |
align
|
0x20 |
word |
1 |
font
|
0x22 |
word |
0 |
align
|
0x24 |
float |
0.0, 0.0 |
x,y position
|
0x2C |
wchar_t[100] |
null |
text
|
- Start of array: 0x811528
- Size of each element: 0x18
- Number of elements: 0x18
Offset |
Type |
Initialisation |
Description
|
0x00 |
byte |
0 |
visibility
|
0x01 |
byte |
0 |
align
|
0x02 |
word |
256 |
|
0x04 |
dword |
0 |
|
0x08 |
float[3] |
0 |
x,y,z position
|
0x14 |
float |
0 |
scale
|
- Start of array: 0x812138
- Size of each element: 0xC
- Number of elements: 0x10
Offset |
Type |
Initialisation |
Description
|
0x00 |
float[3] |
0.0, 0.0, 0.0 |
x,y,z coordinates (its heading is at 0x78BCD8 + n * 4 where n is the index starting from 0)
|
- Start of array: 0x933B00
- Size of each element: 0xC
- Number of elements: 0x8
Offset |
Type |
Initialisation |
Description
|
0x00 |
float[3] |
0.0, 0.0, 0.0 |
x,y,z coordinates (its heading is at 0x7DD720 + n * 4 where n is the index starting from 0)
|
- Start of array: 0x94AFA0
- Size of each element: 0x20
- Number of elements: 0x10
Offset |
Type |
Initialisation |
Description
|
0x00 |
dword |
-1 |
vehicle handle
|
0x04 |
float[3] |
-5000.0, -5000.0, -5000.0 |
x,y,z position update
|
0x10 |
dword |
-1 |
game timer update
|
0x14 |
float |
0.0 |
distance check
|
0x18 |
dword |
0 |
time check
|
0x1C |
byte |
0 |
is car stuck
|
0x1D |
byte[3] |
0 |
align
|
- Start of array: 0x94B930
- Size of each element: 0xC
- Number of elements: 0x8
Offset |
Type |
Initialisation |
Description
|
0x00 |
float[3] |
0.0, 0.0, 0.0 |
x,y,z coordinates (its heading is at 0x7DD740 + n * 4 where n is the index starting from 0)
|
See also
References
- 1. ^ Post on GTAForums
- 2. ^ Post on GTAForums
- 3. ^ Post on GTAForums
- 4. ^ Post on GTAForums
- 5. ^ Post on GTAForums
- 6. ^ Post on GTAForums
External links