#26 Re: Вопросы по скриптингу » Добавление свойств машинам SA » 07-09-2010 10:30

@Azgalor -

{$CLEO}
0000:
while true
    wait 0
    if
        0AE2: 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 100000.0 find_next 0 pass_wrecked 1 //IF and SET 
    then
        repeat
            1@ = Car.Model(0@)
            if
                1@ == #SWATVAN
            then
                Car.SetImmunities(0@, 1, 1, 1, 1, 1)
            end
        until 8AE2:   not 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 100000.0 find_next 1 pass_wrecked 1 //IF and SET
    end
end

#27 Re: Справочная информация » carrec.img - игровые пути » 26-08-2010 07:38

//-------------Mission 2---------------
// Originally: Intro
    07C0: load_path 706 
    07C0: load_path 707
	
//-------------Mission 11---------------
// Originally: Big Smoke
    07C0: load_path 201 
    07C0: load_path 205 
    07C0: load_path 206

//-------------Mission 13---------------
// Originally: Tagging Up Turf
    07C0: load_path 207 
    07C0: load_path 207

//-------------Mission 18---------------
// Originally: Sweet's Girl	
    07C0: load_path 153 
    07C0: load_path 154

//-------------Mission 19---------------
// Originally: Cesar Vialpando	
    07C0: load_path 552

//-------------Mission 23---------------
// Originally: Gray Imports	
    07C0: load_path 342 
    07C0: load_path 310 
    07C0: load_path 328 
    07C0: load_path 329 
    07C0: load_path 309 
    07C0: load_path 347 
    07C0: load_path 347
	
//-------------Mission 25---------------
// Originally: Catalyst
    07C0: load_path 486 
    07C0: load_path 490 
    07C0: load_path 104 
    07C0: load_path 486 
    07C0: load_path 490 
    07C0: load_path 106 
    07C0: load_path 486

//-------------Mission 26---------------
// Originally: Robbing Uncle Sam	
    07C0: load_path 523 
    07C0: load_path 524

//-------------Mission 27---------------
// Originally: OG Loc	
    07C0: load_path 30 
    07C0: load_path 31 
    07C0: load_path 32 
    07C0: load_path 33 
    07C0: load_path 34 
    07C0: load_path 35 
    07C0: load_path 50 
    07C0: load_path 51 
    07C0: load_path 52 
    07C0: load_path 53 
    07C0: load_path 54 
    07C0: load_path 55 
    07C0: load_path 56 
    07C0: load_path 57 
    07C0: load_path 58 
    07C0: load_path 60 
    07C0: load_path 36 
    07C0: load_path 37 
    07C0: load_path 38 
    07C0: load_path 39 
    07C0: load_path 40
	
//-------------Mission 30---------------
// Originally: Just Business
    07C0: load_path 250 
    07C0: load_path 251 
    07C0: load_path 252 
    07C0: load_path 253 
    07C0: load_path 254 
    07C0: load_path 255 
    07C0: load_path 256 
    07C0: load_path 257 
    07C0: load_path 258 
    07C0: load_path 259 
    07C0: load_path 260 
    07C0: load_path 261 
    07C0: load_path 262 
    07C0: load_path 263 
    07C0: load_path 264 
    07C0: load_path 265 
    07C0: load_path 266 
    07C0: load_path 267 
    07C0: load_path 268 
    07C0: load_path 269 
    07C0: load_path 270 
    07C0: load_path 271 
    07C0: load_path 272 
    07C0: load_path 273 
    07C0: load_path 274 
    07C0: load_path 275 
    07C0: load_path 276 
    07C0: load_path 277 
    07C0: load_path 278 
    07C0: load_path 279 
    07C0: load_path 280 
    07C0: load_path 281 
    07C0: load_path 282 
    07C0: load_path 283 
    07C0: load_path 284 
    07C0: load_path 285 
    07C0: load_path 286

//-------------Mission 34---------------
// Originally: House Party	
    07C0: load_path 22 
    07C0: load_path 23

//-------------Mission 36---------------
// Originally: Lowrider (High Stakes)	
    07C0: load_path 172

//-------------Mission 37---------------
// Originally: Reuniting The Families	
    07C0: load_path 350 
    07C0: load_path 352 
    07C0: load_path 353 
    07C0: load_path 354 
    07C0: load_path 355 
    07C0: load_path 356 
    07C0: load_path 349 
    07C0: load_path 330 
    07C0: load_path 332 
    07C0: load_path 333 
    07C0: load_path 334 
    07C0: load_path 335 
    07C0: load_path 336 
    07C0: load_path 337 
    07C0: load_path 338 
    07C0: load_path 331 
    07C0: load_path 339 
    07C0: load_path 373 
    07C0: load_path 374 
    07C0: load_path 375 
    07C0: load_path 376 
    07C0: load_path 377 
    07C0: load_path 371 
    07C0: load_path 372 
    07C0: load_path 378 
    07C0: load_path 380 
    07C0: load_path 381 
    07C0: load_path 351 
    07C0: load_path 382 
    07C0: load_path 383 
    07C0: load_path 384
	
//-------------Mission 38---------------
// Originally: The Green Sabre
    07C0: load_path 162 
    07C0: load_path 163 
    07C0: load_path 650 
    07C0: load_path 162 
    07C0: load_path 163 
    07C0: load_path 650
	
//-------------Mission 39---------------
// Originally: Badlands	
    07C0: load_path 170

//-------------Mission 41---------------
// Originally: Local Liquor Store	
    07C0: load_path 501 
    07C0: load_path 502 
    07C0: load_path 503 
    07C0: load_path 504 
    07C0: load_path 505 
    07C0: load_path 506 
    07C0: load_path 507 
    07C0: load_path 509 
    07C0: load_path 509 
    07C0: load_path 505 
    07C0: load_path 506 
    07C0: load_path 507 
    07C0: load_path 509 
    07C0: load_path 505 
    07C0: load_path 506 
    07C0: load_path 507 
    07C0: load_path 553 
    07C0: load_path 554 
    07C0: load_path 555

//-------------Mission 42---------------
// Originally: Small Town Bank	
    07C0: load_path 123 
    07C0: load_path 124 
    07C0: load_path 116 
    07C0: load_path 117 
    07C0: load_path 118 
    07C0: load_path 119 
    07C0: load_path 123 
    07C0: load_path 124 
    07C0: load_path 160 
    07C0: load_path 161 
    07C0: load_path 156 
    07C0: load_path 157 
    07C0: load_path 158 
    07C0: load_path 159

//-------------Mission 43---------------
// Originally: Tanker Commander	
    07C0: load_path 189 
    07C0: load_path 188 
    07C0: load_path 199 
    07C0: load_path 199

//-------------Mission 46---------------
// Originally: Body Harvest	
    07C0: load_path 348

//-------------Mission 50---------------
// Originally: Deconstruction	
    07C0: load_path 551

//-------------Mission 51---------------
// Originally: 555 WE TIP	
    07C0: load_path 155 
    07C0: load_path 166 
    07C0: load_path 165 
    07C0: load_path 165 
    07C0: load_path 166

//-------------Mission 53---------------
// Originally: Mountain Cloud Boys	
    07C0: load_path 169 
    07C0: load_path 139 
    07C0: load_path 169 
    07C0: load_path 169 
    07C0: load_path 136 
    07C0: load_path 137 
    07C0: load_path 138 
    07C0: load_path 139

//-------------Mission 57---------------
// Originally: The Da Nang Thang	
    07C0: load_path 25 
    07C0: load_path 25 
    07C0: load_path 25

//-------------Mission 58---------------
// Originally: Photo Opportunity	
    07C0: load_path 190 
    07C0: load_path 191 
    07C0: load_path 193 
    07C0: load_path 194 
    07C0: load_path 192 
    07C0: load_path 197 
    07C0: load_path 198

//-------------Mission 59---------------
// Originally: Jizzy	
    07C0: load_path 539 
    07C0: load_path 540 
    07C0: load_path 541

//-------------Mission 62---------------
// Originally: Toreno's Last Flight	
    07C0: load_path 110 
    07C0: load_path 111

//-------------Mission 63---------------
// Originally: Yay Ka-Boom-Boom	
    07C0: load_path 483 
    07C0: load_path 485

//-------------Mission 64---------------
// Originally: Pier 69	
    07C0: load_path 27 
    07C0: load_path 28 
	
//-------------Mission 67---------------
// Originally: Zeroing In
    07C0: load_path 171

//-------------Mission 68---------------
// Originally: Test Drive	
    07C0: load_path 70 
    07C0: load_path 71 
    07C0: load_path 72 
    07C0: load_path 73 
    07C0: load_path 74 
    07C0: load_path 75 
    07C0: load_path 76 
    07C0: load_path 77 
    07C0: load_path 78 
    07C0: load_path 79 
    07C0: load_path 80 
    07C0: load_path 81 
    07C0: load_path 83 
    07C0: load_path 84 
    07C0: load_path 85 
    07C0: load_path 86 
    07C0: load_path 87 
    07C0: load_path 88 
    07C0: load_path 89 
    07C0: load_path 90 
    07C0: load_path 91 
    07C0: load_path 92 
    07C0: load_path 93 
    07C0: load_path 94 
    07C0: load_path 95 
    07C0: load_path 96 
    07C0: load_path 97 
    07C0: load_path 98 
    07C0: load_path 65 
    07C0: load_path 66 
    07C0: load_path 67 
    07C0: load_path 99
	
//-------------Mission 71---------------
// Originally: Back to School	
    07C0: load_path 14 
    07C0: load_path 3 
    07C0: load_path $247

//-------------Mission 74---------------
// Originally: New Model Army
    07C0: load_path 521 
    07C0: load_path 521

//-------------Mission 77---------------
// Originally: Interdiction	
    07C0: load_path 530 
    07C0: load_path 531 
    07C0: load_path 532 
    07C0: load_path 533 
    07C0: load_path 534 
    07C0: load_path 535 
    07C0: load_path 536 
    07C0: load_path 537 
    07C0: load_path 538

//-------------Mission 80---------------
// Originally: Stowaway	
    07C0: load_path 450 
    07C0: load_path 168 
    07C0: load_path 452 
    07C0: load_path 453 
    07C0: load_path 450 
    07C0: load_path 168 
    07C0: load_path 452 
    07C0: load_path 453 
    07C0: load_path 149 
    07C0: load_path 135 
    07C0: load_path 134 
    07C0: load_path 150 
    07C0: load_path 152

//-------------Mission 81---------------
// Originally: Black Project	
    07C0: load_path 340 
    07C0: load_path 341

//-------------Mission 83---------------
// Originally: Learning to Fly	
    07C0: load_path 150@ 
	
//-------------Mission 84---------------
// Originally: Fender Ketchup
    07C0: load_path 179

//-------------Mission 92---------------
// Originally: Saint Mark's Bistro	
    07C0: load_path 602 
    07C0: load_path 603 
    07C0: load_path 601

//-------------Mission 93---------------
// Originally: Misappropriation	
    07C0: load_path 114 
    07C0: load_path 109

//-------------Mission 97---------------
// Originally: Key To Her Heart	
    07C0: load_path 803

//-------------Mission 98---------------
// Originally: Dam And Blast	
    07C0: load_path 805 
    07C0: load_path 805

//-------------Mission 101---------------
// Originally: Breaking the Bank at Caligula's	
    07C0: load_path 499 
    07C0: load_path 487 
    07C0: load_path 494 
    07C0: load_path 484 
    07C0: load_path 494 
    07C0: load_path 494 
	
//-------------Mission 102---------------
// Originally: A Home In The Hills
    07C0: load_path 708

//-------------Mission 103---------------
// Originally: Vertical Bird	
    07C0: load_path 208 
    07C0: load_path 209 
    07C0: load_path 211

//-------------Mission 104---------------
// Originally: Home Coming	
    07C0: load_path 488 
	
//-------------Mission 105---------------
// Originally: Cut Throat Business
    07C0: load_path 700 
    07C0: load_path 701 
    07C0: load_path 702 
    07C0: load_path 703 
    07C0: load_path 704 
    07C0: load_path 705

//-------------Mission 110---------------
// Originally: End Of The Line (1)	
    07C0: load_path 287

//-------------Mission 112---------------
// Originally: End Of The Line (3)	
    07C0: load_path 288 
    07C0: load_path 289 
    07C0: load_path 290 
    07C0: load_path 291 
    07C0: load_path 230 
    07C0: load_path 231 
    07C0: load_path 232 
    07C0: load_path 233 
    07C0: load_path 234 
    07C0: load_path 235 
    07C0: load_path 236 
    07C0: load_path 237 
    07C0: load_path 238 
    07C0: load_path 239 
    07C0: load_path 240 
    07C0: load_path 241 
    07C0: load_path 242 
    07C0: load_path 243 
    07C0: load_path 244 
    07C0: load_path 245 
    07C0: load_path 246 
    07C0: load_path 247 
    07C0: load_path 248 
    07C0: load_path 249 
    07C0: load_path 229

//-------------Mission 119---------------
// Originally: Boat School	
    07C0: load_path 752 
    07C0: load_path 755 
    07C0: load_path 757 
    07C0: load_path 759 
    07C0: load_path 760

//-------------Mission 120---------------
// Originally: Bike School	
    07C0: load_path 35@
	
//-------------Mission 132---------------
// Originally: The Chiliad Challenge
    07C0: load_path 829 
    07C0: load_path 830 
    07C0: load_path 831 
    07C0: load_path 832 
    07C0: load_path 833 
    07C0: load_path 834

//-------------External script 3 (BCESAR3)---------------	
    07C0: load_path 556 
	
//-------------External script 32 (PLANES)---------------
    07C0: load_path $PLAINS_Plane_Flyway

#29 Re: Вопросы по скриптингу » Один вопрос » 22-07-2010 12:13

@Sw[ee]t - посмотри что ложиться в стек перед вызовом этой функции.

#30 Re: Вопросы по скриптингу » Один вопрос » 22-07-2010 11:56

@Sw[ee]t -

arg_0    hVehicle= dword ptr  4
arg_4    nPassengerSeat= dword ptr  8

#31 Re: Вопросы по скриптингу » Один вопрос » 21-07-2010 08:14

@Sergey81 -

0AAA: 0@ = thread 'INTRO1' pointer
if
    0@ > 0
then
    0@ += 0xC4
    0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0
    if
        0@ > 0
    then
        //
    else
        //
    end
end

#32 Re: Вопросы по скриптингу » Один вопрос » 19-07-2010 13:04

@Sw[ee]t -

0AEA: $actor = actor_struct $ped_struct handle

#34 Re: Вопросы по скриптингу » Броня актёра » 04-06-2010 15:37

@WinuX - и в чем проблемы?

0A96: 1@ = actor 0@ struct
1@ += 0x548
0A8C: write_memory 1@ size 4 value 99999.0 virtual_protect 0

Опкод 035F проверяет что значение лежит в пределах [0.0;100.0]

#35 Re: Модификации » [CLEO3] Как использовать опкоды set_status_text и set_timer » 25-05-2010 14:00

Seemann wrote:

Но если с 0AC6 (labelToOffset) вроде все понятно, то как лучше приткнуть сюда 0AC7 (varToOffset), я пока не соображу. Кто подскажет?))

Как то так...

:__VarToOffset
0AC6: 1@ = label @0AC7 offset
1@ += 3
0A8C: write_memory 1@ size 2 value 0@ virtual_protect 0
:0AC7
0AC7: 0@ = var 0@ offset
0@ -= 0xA49960
0AB2: ret 1 0@

#36 Re: Работа с памятью, EXE » [SA] Как свести поезд с рельс? » 23-05-2010 17:15

@~AquaZ~ - Car.SetImmunities выставляет / убирает 18, 19, 23, 20, 21 биты соответственно.

#37 Re: Работа с памятью, EXE » [SA] Как свести поезд с рельс? » 23-05-2010 16:26

@~AquaZ~ -

:derail
0A97: 1@ = car 0@ struct
while 1@ <> 0
    0A8E: 2@ = 1@ + 0x40 // int
    0A8E: 3@ = 1@ + 0x5B9 // int
    0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0
    0A8D: 5@ = read_memory 3@ size 1 virtual_protect 0
    08C3: clear 4@ bit 2
    08C3: clear 4@ bit 17
    08BD: set 5@ bit 0 
    0A8C: write_memory 2@ size 4 value 4@ virtual_protect 0
    0A8C: write_memory 3@ size 1 value 5@ virtual_protect 0
    1@ += 0x5D4
    0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
end
0AB2: ret 0

#38 Re: Вопросы по скриптингу » Один вопрос » 18-05-2010 10:03

@DOG-GHOST -

0237: set_gang 1 weapons_to 24 29 4

#40 Re: Работа с памятью, EXE » [SA] Как свести поезд с рельс? » 11-05-2010 13:09

@~AquaZ~ - только что проверил на gta_sa_compact.exe | stripped.scm все работает.

Так, а как получить оффсет, имея хендл?

0A97: $CarStruct = car $MyCar struct

#41 Re: Работа с памятью, EXE » [SA] Как свести поезд с рельс? » 11-05-2010 12:42

@~AquaZ~ - US1.0 (stripped.scm)

{$CLEO}

// for test
Actor.PutAt($PLAYER_ACTOR, 2304.6182, -1334.5227, 23.842)
Actor.Angle($PLAYER_ACTOR) = 17.5234
0AD1: show_formatted_text_highpriority "~r~Press F4" time 5000
//

#FREIFLAT.Load
#FREIGHT.Load
038B: load_requested_models 

06D8: 0@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1
06DC: set_train 0@ acc 20.0

while true
    wait 0
    
    if
        0AB0:  key_pressed 0x73
    then
        0A97: 1@ = car 0@ struct
        while 1@ <> 0
            0A8E: 2@ = 1@ + 0x40 // int
            0A8E: 3@ = 1@ + 0x5B9 // int
            0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0
            0A8D: 5@ = read_memory 3@ size 1 virtual_protect 0
            0B10: 4@ = 4@ AND 0xFFFDFFFB
            0B11: 5@ = 5@ OR 0x01
            0A8C: write_memory 2@ size 4 value 4@ virtual_protect 0 // *(dword*)(CVehicle + 0x40) &= 0xFFFDFFFB
            0A8C: write_memory 3@ size 1 value 5@ virtual_protect 0 // *(byte*)(CVehicle + 0x5B9) |= 0x01
        
            1@ += 0x5D4 // next carriage
            0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
        end
        
        Break        
    end
    
end

0A93: end_custom_thread

[---]

dd[+0x5D0] - prev carriage
dd[+0x5D4] - next carriage

#42 Re: Работа с памятью, EXE » [SA] Как свести поезд с рельс? » 11-05-2010 06:13

@Den_spb -
Логическая операция:

0B10: 4@ = 4@ AND 0xFFFDFFFB

AND применяют для выборочного обнуления отдельных бит:

0B10: 4@ = 4@ AND 11111111111111011111111111111011b

т.е. обнуляется 2-ой и 17-ый бит, остальные не изменяются. Равносильно командам:

08C3: clear 4@ bit 2
08C3: clear 4@ bit 17

Логическая операция:

0B11: 5@ = 5@ OR 0x01

OR чаще всего используют для выборочной установки отдельных бит:

0B11: 5@ = 5@ OR 00000001b

т.е. устанавливается 0-ой бит. Равносильно командe:

08BD: set 5@ bit 0

[---]
@~AquaZ~ -
Впринципе и этого достаточно, чтобы свести поезд с рельс:

0A97: 1@ = car 0@ struct
while 1@ <> 0
    0A8E: 2@ = 1@ + 0x40 // int
    0A8E: 3@ = 1@ + 0x5B9 // int
    0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0 // *(dword*)(CVehicle + 0x40)
    0A8D: 5@ = read_memory 3@ size 1 virtual_protect 0 // *(byte*)(CVehicle + 0x5B9)
    0B10: 4@ = 4@ AND 0xFFFDFFFB //
    0B11: 5@ = 5@ OR 0x01 //
    0A8C: write_memory 2@ size 4 value 4@ virtual_protect 0 // *(dword*)(CVehicle + 0x40) &= 0xFFFDFFFB
    0A8C: write_memory 3@ size 1 value 5@ virtual_protect 0 // *(byte*)(CVehicle + 0x5B9) |= 0x01

    1@ += 0x5D4
    0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
end

#43 Re: Работа с памятью, EXE » [SA] Как свести поезд с рельс? » 10-05-2010 23:15

{
0A97: 1@ = car 0@ struct
while 1@ <> 0
    wait 0
    0AA6: call_method 0x006F6320 struct 1@ num_params 0 pop 0
    //
    1@ += 0x5D4
    0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
end
}

0A97: 1@ = car 0@ struct
while 1@ <> 0
    0A8E: 2@ = 1@ + 0x40 // int
    0A8E: 3@ = 1@ + 0x5B9 // int
    0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0 // *(dword*)(CVehicle + 0x40)
    0A8D: 5@ = read_memory 3@ size 1 virtual_protect 0 // *(byte*)(CVehicle + 0x5B9)
    0B10: 4@ = 4@ AND 0xFFFDFFFB //
    0B11: 5@ = 5@ OR 0x01 //
    0A8C: write_memory 2@ size 4 value 4@ virtual_protect 0 // *(dword*)(CVehicle + 0x40) &= 0xFFFDFFFB
    0A8C: write_memory 3@ size 1 value 5@ virtual_protect 0 // *(byte*)(CVehicle + 0x5B9) |= 0x01
    0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 // *(int*)CVehicle
    2@ += 0x10
    0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
    0AA6: call_method 2@ struct 1@ num_params 1 pop 0 0
    //
    1@ += 0x5D4
    0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
end

{
0A97: 1@ = car 0@ struct
0AA6: call_method 0x005485E0 struct 1@ num_params 0 pop 0
}

[---]

CPU Disasm
Address   Hex dump          Command                                  Comments
006F8DC0    8BFE            MOV EDI,ESI
006F8DC2    32C0            XOR AL,AL
006F8DC4    84C0            TEST AL,AL
006F8DC6    0F85 BD010000   JNE 006F8F89
006F8DCC    8BCF            MOV ECX,EDI
006F8DCE    E8 4DD5FFFF     CALL 006F6320
006F8DD3    8BBF D4050000   MOV EDI,DWORD PTR DS:[EDI+5D4]
006F8DD9    85FF            TEST EDI,EDI
006F8DDB  ^ 75 E7           JNE SHORT 006F8DC4
006F8DDD    84C0            TEST AL,AL
006F8DDF    0F85 A4010000   JNE 006F8F89
006F8DE5    8BFE            MOV EDI,ESI
006F8DE7    BB FBFFFDFF     MOV EBX,FFFDFFFB
006F8DEC    8D6424 00       LEA ESP,[ESP]
006F8DF0    8B57 40         MOV EDX,DWORD PTR DS:[EDI+40]
006F8DF3    8A87 B9050000   MOV AL,BYTE PTR DS:[EDI+5B9]
006F8DF9    23D3            AND EDX,EBX
006F8DFB    0C 01           OR AL,01
006F8DFD    8957 40         MOV DWORD PTR DS:[EDI+40],EDX
006F8E00    8B17            MOV EDX,DWORD PTR DS:[EDI]
006F8E02    6A 00           PUSH 0
006F8E04    8BCF            MOV ECX,EDI
006F8E06    8887 B9050000   MOV BYTE PTR DS:[EDI+5B9],AL
006F8E0C    FF52 10         CALL DWORD PTR DS:[EDX+10]
006F8E0F    8BBF D4050000   MOV EDI,DWORD PTR DS:[EDI+5D4]
006F8E15    85FF            TEST EDI,EDI
006F8E17  ^ 75 D7           JNE SHORT 006F8DF0
006F8E19    8BCE            MOV ECX,ESI
006F8E1B    E8 C0F7E4FF     CALL 005485E0

#44 Re: Беседка » C победой друзья! » 09-05-2010 17:54

[large]Всех с праздником. С Днём Победы![/large]
[---]
@listener - Казахский солдат??? Именины???

#45 Re: Работа с памятью, EXE » [SA] Как свести поезд с рельс? » 09-05-2010 09:01

@~AquaZ~ -
Младший бит по смещению byte[CVehicle + 0x5B9]

#46 Re: Вопросы по скриптингу » Один вопрос » 30-04-2010 08:27

@d88 -

{$CLEO}
33@ = 0
while true
    wait 0
    if
        Player.Defined($PLAYER_CHAR)
    then
        if and
            0AB0:  key_pressed 0x73
            33@ > 150
        then
            035F: actor $PLAYER_ACTOR armour += 10 
            33@ = 0
        end
        
        if and
            0AB0:  key_pressed 0x74
            33@ > 150
        then
            035F: actor $PLAYER_ACTOR armour += -10 
            33@ = 0
        end
        
        04DD: 0@ = actor $PLAYER_ACTOR armour 
        
        0AD1: show_formatted_text_highpriority "~b~Armour %d" time 2000 0@
    end
end

#47 Re: Программирование » Помогите найти ошибку » 25-04-2010 07:20

@CraZZZy-GameRRR - перебирает все активные потоки:

procedure TForm1.Button1Click(Sender: TObject);
var
  ProcessId, Process, BytesRead: Cardinal;
  ActiveThread: Cardinal;
  ThreadName: array [0..7] of AnsiChar;
begin
  // ProcessId := StrToInt(Edit1.Text);
  Process := OpenProcess(PROCESS_ALL_ACCESS, False, ProcessId);
  if Process <> 0 then
  begin
    ReadProcessMemory(Process, Ptr($A8B42C), @ActiveThread, 4, BytesRead);
    while ActiveThread <> 0 do
    begin
      ReadProcessMemory(Process, Ptr(ActiveThread + 8), @ThreadName, 8, BytesRead);
      if ThreadName = 'bloodr' then
        ShowMessage(IntToHex(ActiveThread, 8));
      // Memo1.Lines.Add(ThreadName);
      ReadProcessMemory(Process, Ptr(ActiveThread), @ActiveThread, 4, BytesRead);
    end;
    CloseHandle(Process);
  end;
end;

#48 Re: Sanny Builder и CLEO » CLEO 4 для GTA San Andreas » 24-04-2010 12:44

@nike - распакуй vcredist.exe  в любую папку. Там будет файл VCRedist.inf на нем ПКМ->Установить.

#49 Re: Вопросы по скриптингу » Один вопрос » 23-04-2010 11:00

Den_spb wrote:

Однако соответствия в координатах не обнаруживается (выхода из цикла не происходит и число на экран не выводится). В чём ошибка?

Координата умножается на 8.0 и отбрасывается дробная часть.

#50 Re: Вопросы по скриптингу » Один вопрос » 22-04-2010 09:14

.data:00C279D4     _parkedGeneratorCount dd ?
.data:00C27AD0     _parkedGenerators CParkedGenerator 1F4h dup(<?>)

00000000 CParkedGenerator struc ; (sizeof=0x20)
00000000 model           dw ?
00000002 color1          db ?
00000003 color2          db ?
00000004 x               dw ?
00000006 y               dw ?
00000008 z               dw ?
0000000A angle           db ?
0000000B alarm           db ?
0000000C doorLock        db ?
0000000D field_D         db ?
0000000E field_E         dw ?
00000010 moneyValue      dw ?
00000012 field_12        dw ?
00000014 time            dd ?
00000018 field_18        dw ?
0000001A enabled         dw ?
0000001C field_1C        db ?
0000001D allocated       db ?
0000001E field_1E        dw ?
00000020 CParkedGenerator ends

Коэффициенты для x, y, z, angle для упаковки в WORD'ы и BYTE:

x		8.0
y		8.0
z		8.0
angle	0.71111107

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