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get_Z_angle_for_point is basically arctan (given opposite and adjacent determine angle between hypotenuse and adjacent.) I don't see any arccos or arcsin functions.
Problem is that it only returns whole numbers, it omits the fraction, even if it is a float and not an integer. So there is only 360 direction precision, which makes for choppy motion if you try animate using this function. Any chance that this could be changed to not omit the fraction in future versions of Cleo for San Andreas?
On a side note I couldn't even find tan,cos,nor sin in the original 2001 GTA3, let alone atan,acos,asin. I had to make due creating rough approximation pseudo trig functions.
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02F6: 14@ = sine 45.0 // (float) 02F7: 13@ = cosine 45.0 // (float)
GTA 3 1.0
05E1: call 0x48CC30 num_params 2 pop 2 _y 0@ _x 1@ // CGeneral::GetAtanOfXY 05F2: 0@ = pop_float // fstp [0@]
GTASA 1.0 US
0AA5: call 0x4207A0 num_params 1 pop 1 _value 0@ // asin 0AE9: pop_float 0@ // fstp [0@] 0AA5: call 0x48DE40 num_params 1 pop 1 _value 0@ // acos 0AE9: pop_float 0@ // fstp [0@] 0AA5: call 0x4207C0 num_params 2 pop 2 _x 0@ _y 1@ // atan2 0AE9: pop_float 0@ // fstp [0@]
Plugin-SDK https://github.com/DK22Pac/plugin-sdk
Discord-сервер по plugin-sdk и программированию в GTA
RU https://discord.gg/QEesDGb
ENG https://discord.gg/zaVqFQv
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Thanks for all the info DK22Pac!
Regarding opcodes 02f6 & 02f7, these are just for VC and SA, correct?
Do you know cos,sin, or tan for GTA3 by chance?
Thanks for atan for GTA3!
Thanks for the info about 0AA5 and 0AE9! Found out what they do on the gtag dot gtagaming dot com site
Interesting, seems like you could program with CLEO just by using a few opcodes, such as
0AA5 call
0A8C: write_memory
0A8D: read_memory
As long as you have a memory map handy.
If you know the start of structures you could easily figure out locations across exe versions as offsets from structure start usually stays the same.
For data memory maps I know gtamodding dot com has some good ones
I haven't come accross any memory maps of functions just yet.
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