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cheat.h
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cheat.h
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/*
PROJECT: mod_sa
LICENSE: See LICENSE in the top level directory
COPYRIGHT: Copyright we_sux, BlastHack
mod_sa is available from https://github.com/BlastHackNet/mod_s0beit_sa/
mod_sa is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
mod_sa is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with mod_sa. If not, see <http://www.gnu.org/licenses/>.
*/
// time for time
#define MSEC_TO_TIME( v ) ( (uint64_t) (v) * 10 )
#define TIME_TO_FLOAT( v ) ( (float)((double)(v) / (double)MSEC_TO_TIME(1000)) )
#define TIME_TO_DOUBLE( v ) ( (double)((double)(v) / (double)MSEC_TO_TIME(1000)) )
// main pool addresses
#define ACTOR_POOL_POINTER 0x00B74490
#define ACTOR_POINTER_SELF 0x00B7CD98
#define ACTOR_SELF - 1
#define VEHICLE_POOL_POINTER 0x00B74494
#define VEHICLE_POINTER_SELF 0x00B6F980
#define VEHICLE_SELF - 1
#define OBJECT_POOL_POINTER 0x00B7449C
#define BUILDING_POOL_POINTER 0x00B74498
// other addresses
#define GTA_KEYS 0xB73458
// CPed actor states
#define ACTOR_STATE_DRIVING 50
#define ACTOR_STATE_DYING 54
#define ACTOR_STATE_DEAD 55
#define ACTOR_MSTATE_STILL 1
#define ACTOR_MSTATE_RUN 6
#define ACTOR_MSTATE_RUN_FAST 7
// predefined vehicle & actor invulnerability flags
#define VEHICLE_FLAGS_INVULNERABLE ( 4 | 8 | 16 | 128 )
#define ACTOR_FLAGS_INVULNERABLE ( 4 | 8 | 64 | 128 )
// old vehicle_info vehicle types
#define VEHICLE_TYPE_CAR 0 /* + helicopters and planes */
#define VEHICLE_TYPE_BOAT 5
#define VEHICLE_TYPE_TRAIN 6
#define VEHICLE_TYPE_BIKE 9
// new vehicle types
enum eClientVehicleType
{
CLIENTVEHICLE_NONE,
CLIENTVEHICLE_CAR,
CLIENTVEHICLE_BOAT,
CLIENTVEHICLE_TRAIN,
CLIENTVEHICLE_HELI,
CLIENTVEHICLE_PLANE,
CLIENTVEHICLE_BIKE,
CLIENTVEHICLE_MONSTERTRUCK,
CLIENTVEHICLE_QUADBIKE,
CLIENTVEHICLE_BMX,
CLIENTVEHICLE_TRAILER
};
// upgrade model ids
#define VEHICLEUPGRADE_NITRO_5X 1008
#define VEHICLEUPGRADE_NITRO_2X 1009
#define VEHICLEUPGRADE_NITRO_10X 1010
#define VEHICLEUPGRADE_HYDRAULICS 1087
// maximum passengers including driver
#define VEHICLE_MAX_PASSENGERS 9
// main cheat states
#define CHEAT_STATE_NONE 0
#define CHEAT_STATE_ACTOR 1
#define CHEAT_STATE_VEHICLE 2
// teleport pool sizes
#define TELEPORT_MAX 10
#define TELEPORT_HIST_MAX 10
#define STATIC_TELEPORT_MAX 200
/////////////////////////////
// MTA/R* Specific Defines //
/////////////////////////////
#define CPOOLS_PED_SELF_REF 1
/////////////////////////////////////
// RenderWare Variables & Pointers //
/////////////////////////////////////
#define __rwD3D9CPUSupportsMMX 0xC980A0 // int
#define __rwD3D9CPUSupportsSSE 0xC980A4 // int
#define __rwD3D9CPUSupportsSSE2 0xC980A8 // int
#define __rwD3D9CPUSupports3DNow 0xC980AC // int
#define __RwD3DDevice 0xC97C28 // IDirect3DDevice9*
/*
#define __RwD3D9D3D9ViewTransform 0xC9BC80 // D3DMATRIX
#define __RwD3D9D3D9ProjTransform 0x8E2458 // VECTOR
#define __RwD3D9ActiveViewProjTransform 0xC97C64 // D3DMATRIX*
#define _D3D9Transform 0x8D7390 // D3DMATRIX
#define _D3D9ActiveTransform 0xC94C70 // D3DMATRIX*
#define _D3D9ActiveInverseTransform 0xC94C74 // D3DMATRIX*
#define _D3D9ActiveInverseNormalizedTransform 0xC94C78 // D3DMATRIX*
#define _D3D9ActiveNormalizedTransform 0xC94C7C // D3DMATRIX*
*/
//////////////////////////////
// GTA Variables & Pointers //
//////////////////////////////
#define GTAvar__windowsVersion 0xC8CF68 // int or VersionInformation struct
#define GTAvar__D3D9UseVersion 0xC94C00 // int
#define GTAvar__DXVersion 0xC8CF6C // int
#define GTAvar__gameState 0xC8D4C0 // int
#define GTAvar_osPlatform 0xC9AC08 // int
#define GTAvar_osVer 0xC9AC0C // int
#define GTAvar_winVer 0xC9AC10 // int
#define GTAvar_winMajor 0xC9AC14 // int
typedef struct _VECTOR
{
#pragma pack( 1 )
float X, Y, Z;
} VECTOR, *PVECTOR;
typedef struct _MATRIX4X4
{
#pragma pack( 1 )
VECTOR right;
DWORD flags;
VECTOR up;
float pad_u;
VECTOR at; // front
float pad_a;
VECTOR pos;
float pad_p;
} MATRIX4X4, *PMATRIX4X4;
struct cheat_state_actor
{
float coords[3];
int invulnerable;
int air_brake;
int air_brake_slowmo;
int stick;
int autoaim;
int hp_regen_on;
int SpiderFeet_on;
int SpiderFeet_Enabled;
bool fly_on;
bool fly_enabled;
bool fly_active;
bool surf;
};
struct cheat_state_vehicle
{
float coords[3];
int invulnerable;
int air_brake;
int air_brake_slowmo;
int stick;
int protection;
int hp_tire_support;
int hp_minimum_on;
int hp_regen_on;
int keep_trailer_attached;
int brkdance;
int is_engine_on;
int infNOS_toggle_on;
int spiderWheels_Enabled;
int spiderWheels_on;
int blinking_carlights_state;
int blinking_carlights_turnstate;
DWORD blinking_carlights_lastblink;
int fly;
bool freezerot;
};
struct cheat_state_teleport
{
int set;
float matrix[16];
int interior_id;
};
struct cheat_state_generic
{
int hp_cheat;
int money;
int weapon;
int map;
int map_vehicles;
int menu;
int menu_mousecontrol;
int spoof_weapon; /* set to the weapon type id */
int vehicles_unlock;
int vehicles_warp_invert;
int vehicles_freeze;
int vehicles_warpinside;
int weapon_disable;
int onfoot_data;
int aim_data;
int vehicle_data;
int passenger_data;
int statsupd;
int spec_data;
int teletext;
DWORD rejoinTick;
DWORD join_serverTick;
int pickuptexts;
int objecttexts;
bool car_jacked;
DWORD anti_carjackTick;
short car_jacked_last_vehicle_id;
bool got_vehicle_id;
float car_jacked_lastPos[3];
struct vehicle_info * pVehicleExit_Last;
int interior_patch_enabled;
int nocols_enabled; /* vehicle collision */
int nocols_walls_enabled; /* wall/object collision */
int cheat_panic_enabled;
int unrelatedToAnything;
};
struct cheat_state_hooks
{
// i'm a dummy
bool dummy;
};
#define DEBUG_DATA_SIZE 320
#define DEBUG_HIST_LEN 100
struct debug_info
{
int data_type; /* 0 byte, 1 word, 2 dword, 3 float */
int hist_pos;
uint8_t *ptr[DEBUG_HIST_LEN];
int offset[DEBUG_HIST_LEN];
uint8_t data[DEBUG_DATA_SIZE];
uint8_t data_prev[DEBUG_DATA_SIZE];
uint32_t modify_time[DEBUG_DATA_SIZE];
int data_prev_clear;
uint8_t cursor_data[sizeof( void * )];
char ptr_hist_str[64];
};
struct cheat_state
{
int state; /* CHEAT_STATE_* */
struct cheat_state_actor actor;
struct cheat_state_vehicle vehicle;
struct cheat_state_generic _generic;
struct cheat_state_hooks hooks;
struct cheat_state_teleport teleport[TELEPORT_MAX];
struct cheat_state_teleport teleport_hist[TELEPORT_HIST_MAX];
int teleport_hist_count;
int debug_enabled;
struct debug_info debug;
float game_speed;
int text_time;
char text[128];
int player_info_list;
int render_player_tags;
int render_vehicle_tags;
};
struct pool
{
#pragma pack( 1 )
void *start; /* pointer to start of pool */
void *__end; /* end of this structure? (not the pool) */
int32_t size; /* max number of items in the pool */
/* there's some more junk after this */
};
struct detachable
{
#pragma pack( 1 )
float position[3];
uint8_t __unknown_12[4];
float vector[3];
uint8_t __unknown_28[16];
};
struct weapon
{
#pragma pack( 1 )
uint32_t id;
uint32_t state;
int32_t ammo_clip;
int32_t ammo;
uint32_t __unknown_count;
uint32_t __goggle; /* 0 off, 256 on */
uint32_t __unknown;
};
// object_base is now unioned with a CEntity pointer where applicable
struct object_base
{
#pragma pack( 1 )
CEntitySAInterfaceVTBL *vtbl; // 0
// this is now in CEntity
// CPlaceableSAInterface Placeable; // 4
// but the following variables exist for compatability till we remove object_base completely
float coords[3]; // 4
union
{
// is MTA right?
float m_heading; // 16
// and are we wrong?
CMatrix_Padded *m_CMatrixPre; // 16, a part of CPlaceable
float *preMatrix; // 16, a part of CPlaceable
MATRIX4X4 *preMatrixStruct; // 16, a part of CPlaceable
};
union
{
CMatrix_Padded *m_CMatrix; // 20
float *matrix; // 20
MATRIX4X4 *matrixStruct; // 20
};
RpClump *m_pRwObject; // 24
/********** BEGIN CFLAGS **************/
unsigned long bUsesCollision : 1; // does entity use collision
unsigned long bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
unsigned long bIsStatic : 1; // is entity static
unsigned long bHasContacted : 1; // has entity processed some contact forces
unsigned long bIsStuck : 1; // is entity stuck
unsigned long bIsInSafePosition : 1; // is entity in a collision free safe position
unsigned long bWasPostponed : 1; // was entity control processing postponed
unsigned long bIsVisible : 1; //is the entity visible
unsigned long bIsBIGBuilding : 1; // Set if this entity is a big building
unsigned long bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
unsigned long bStreamingDontDelete : 1; // Dont let the streaming remove this
unsigned long bRemoveFromWorld : 1; // remove this entity next time it should be processed
unsigned long bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
unsigned long bImBeingRendered : 1; // don't delete me because I'm being rendered
unsigned long bDrawLast : 1; // draw object last
unsigned long bDistanceFade : 1; // Fade entity because it is far away
unsigned long bDontCastShadowsOn : 1; // Dont cast shadows on this object
unsigned long bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
unsigned long bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
unsigned long bDontStream : 1; // tell the streaming not to stream me
unsigned long bUnderwater : 1; // this object is underwater change drawing order
unsigned long bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
unsigned long bIsTempBuilding : 1; // whether or not the building is temporary (i.e. can be created and deleted more than once)
unsigned long bDontUpdateHierarchy : 1; // Don't update the aniamtion hierarchy this frame
unsigned long bHasRoadsignText : 1; // entity is roadsign and has some 2deffect text stuff to be rendered
unsigned long bDisplayedSuperLowLOD : 1;
unsigned long bIsProcObject : 1; // set object has been generate by procedural object generator
unsigned long bBackfaceCulled : 1; // has backface culling on
unsigned long bLightObject : 1; // light object with directional lights
unsigned long bUnimportantStream : 1; // set that this object is unimportant, if streaming is having problems
unsigned long bTunnel : 1; // Is this model part of a tunnel
unsigned long bTunnelTransition : 1; // This model should be rendered from within and outside of the tunnel
/********** END CFLAGS **************/
uint8_t wSeedColFlags; // 32
uint8_t wSeedVisibleFlags; // 33
uint16_t model_alt_id; // 34 - model index
uint8_t __unknown_36[4]; // 36 - collision related (objects only?)
//CReferences *pReferences; //36
uint32_t *m_pLastRenderedLink; // 40 CLink<CEntity*>* m_pLastRenderedLink;
uint16_t timer; // 44
uint8_t m_iplIndex; // 46 used to define which IPL file object is in
uint8_t interior_id; // 47
uint8_t __unknown_48[6]; // 48
//********* BEGIN CEntityInfo **********//
uint8_t nType : 3; // 54 what type is the entity (2 == Vehicle)
uint8_t nStatus : 5; // 54 control status
// 55 alignment
//********* END CEntityInfo **********//
uint8_t __unknown_56[8]; // 56
uint8_t quantumPhysics; // 64 // this really needs to be figured out cos it's probably a bit field
uint8_t nImmunities; // 65
uint8_t __unknown_66; // 66
};
struct actor_info
{
#pragma pack( 1 )
struct object_base base; /* 0-65 */
uint8_t flags; /* 66 immunities */
uint8_t __unknown_67[1]; /* 67 */
union /* 68 */
{
struct
{
CVector m_SpeedVec;
};
float speed[3];
struct
{
D3DXVECTOR3 m_SpeedD3DVec;
};
};
float spin[3]; /* 80 */
float speed_rammed[3]; /* 92 */
float spin_rammed[3]; /* 104 */
uint8_t __unknown_116[60]; /* 116 */
void *__unknown_176; /* 176 - pointer to a "entry node info" pool item */
void *__unknown_180; /* 180 - pointer to a "ptr node Double" pool item */
//collision data
DWORD collision_flags; /* 184 - 2nd byte = currently colliding 1/0, or actively
running against (0x2), 3rd byte = type colliding with
(1 = road, 4=pavement, 35 = object, 3f=car).. unsure about 3rd byte
nuck notes: 186 is used to tell if a surface is "steep" too,
actually any slight angle at all
*/
void *last_touched_object; /* 188 - You can touch roads - those are considered buildings */
void *last_collided_object; /* 192 - pointer to object last collided with (on foot, not jetpack) */
uint8_t __unknown_196[16]; /* 196 */
float speed_z; /* 212 */
float collision_time_216; /* 216 - collision timer? */
void *collision_current_obj; /* 220 - pointer to current thing colliding with */
uint8_t collision_something[12]; /* 224 - related to collision */
float collision_last_coord[3]; /* 236 - coordination of last collision */
//end of collision data
uint8_t __unknown_248[100]; /* 248 */
// 252 - animation related
uint8_t animation_state; /* 348 */
uint8_t __unknown_349[7]; /* 349 */
float step_pos[3]; /* 356 - coordinates, last foot step */
float step_pos_before[3]; /* 368 - coordinates, foot step before last one */
uint8_t __unknown_380[752]; /* 380 */
CPedFlags pedFlags; /* 1132 */
CPedIntelligenceSAInterface *pPedIntelligence; /* 1148 */
CPlayerPedDataSAInterface *pPlayerData; /* 1152 */
uint8_t __unknown_1156[8]; /* 1156 */
// relative body-part-positions
void *pNeck; /* 1164 - void* pNeck
(pChest?)
- 4 unknown
- float height
- float front/back
- float left/right
- void* pObject
(same struct for the following body-part-pointers [except pLeft/RightArm])
*/
void *pHead; /* 1168 */
void *pLeftArm; /* 1172 */
void *pRightArm; /* 1176 */
void *pLeftLowArm; /* 1180 */
void *pRightLowArm; /* 1184 */
void *pLeftLeg; /* 1188 */
void *pRightLeg; /* 1192 */
void *pLeftLowLeg; /* 1196 */
void *pRightLowLeg; /* 1200 */
void *pRightMidLeg; /* 1204 */
void *pLeftMidLeg; /* 1208 */
void *pLeftMidArm; /* 1212 */
void *pRightMidArm; /* 1216 */
void *pLeftShoulder; /* 1220 */
void *pRightShoulder; /* 1224 */
void *pChest; /* 1228 */
void *pMouth; /* 1232 */
// end of body-part-positions
uint8_t runningStyle; /* 1236 - 0x36 = cj, 0x8A = rollerskate,
0x7F = woozie, 0x75 = crash.. etc. */
uint8_t __unknown_1237[7]; /* 1237 */
float runspeed; /* 1244 */
uint8_t __unknown_1248[36]; /* 1248 */
uint16_t muzzle_flash; /* 1284 */
uint8_t __unknown_1286[6]; /* 1286 */
CPedIKSAInterface pedIK; /* 1292 - Inverse Kinematics */
uint8_t __unknown_1324[4]; /* 1324 */
uint32_t state; /* 1328 - ACTOR_STATE_* */
uint32_t mstate; /* 1332 - ACTOR_MSTATE_* */
uint8_t __unknown_1336[8]; /* 1336 */
float hitpoints; /* 1344 */
float hitpoints_max; /* 1348 - hmm, does not seem to be right.. it's set to "100.1318519" or something like that */
float armor; /* 1352 */
uint8_t __unknown_1356[12]; /* 1356 */
// 1360 and 1364 are using in resetting on-foot position when re-standing up
float fCurrentRotation; /* 1368 */
float fTargetRotation; /* 1372 */
float fRotationSpeed; /* 1376 */
float fRotationCalculation; /* 1380 - is 0.1 when target rotation reached */
union
{
CEntitySAInterface *pContactEntity; /* 1384 - touching a CEntitySAInterface */
struct vehicle_info *vehicle_contact; /* 1384 - standing on top of vehicle */
};
float vehicle_contact_dist[3]; /* 1388 - distance to the middle of the car standing on */
float fPlaneAnglesContactEntity[3]; /* 1400 - Angles of the plane of the contact entity the actor is
standing on (?) */
void *item_contact; /* 1412 - standing on top of vehicle/object/building/...*/
float fUnknown_1416; /* 1416 - only changing when slightly under map */
union
{
//CEntitySAInterface *CurrentObjective; /* 1420 - usually current vehicle's entity */
struct vehicle_info *vehicle;
};
uint8_t __unknown_1424[8]; /* 1424 */
uint8_t actor_lock; /* 1432 */
uint8_t __unknown_1433[7]; /* 1433 */
struct weapon weapon[13]; /* 1440 */
uint8_t __unknown_1804[12]; /* 1804 */
uint8_t weapon_slot; /* 1816 */
uint8_t __unknown_1817[3]; /* 1817 */
void *ptr_autoAimTarget; /* 1820 - weapon target */
float fImpactPos_close[3];/* 1824 - last impact point of close range weapon [fist/knife/csaw/etc.] */
uint8_t __unknown_1836[20]; /* 1836 */
uint32_t weapon_model; /* 1856 */
uint8_t __unknown_1860[28]; /* 1860 */
uint32_t weapon_hit_type; /* 1888 - last hit by this weapon */
struct actor_info *weapon_hit_by; /* 1892 - last hit by this object (usually an actor) */
uint8_t __unknown_1889[92]; /* 1896 */
}; /* 1988 */
struct vehicle_info
{
#pragma pack( 1 )
struct object_base base;
uint8_t flags; /* 66 - flags */
uint8_t __unknown_67; /* 67 */
union /* 68 */
{
struct
{
CVector m_SpeedVec;
};
float speed[3];
};
union /* 80 */
{
struct
{
CVector m_SpinVec;
};
float spin[3];
};
float speed_rammed[3]; /* 92 - speed from collision, will be added to speed[3] */
float spin_rammed[3]; /* 104 - spin from collision, will be added to spin[3] */
uint8_t __unknown_116[20]; /* 116 */
// handling should start here
uint8_t __unknown_136[4]; /* 136 */
float mass; /* 140 - vehicle mass from handling.cfg */
float turn_mass; /* 144 - turn mass */
float grip_div; /* 148 - grip divisor */
float mass_to_grip_mult; /* 152 - mass to grip multiplier */
float fTurnMass; /* 156 - 0.05 or 0.1 */
float grip_level_norm; /* 160 - normalized grip level */
float center_of_mass[3]; /* 164 - center of mass */
void *__unknown_176; /* 176 - pointer to a "entry node info" pool item */
void *__unknown_180; /* 180 - pointer to a "ptr node Double" pool item */
//collision data
DWORD collision_flags; /* 184 - 2nd byte = currently colliding 1/0, or actively
running against (0x02), being moved/rammed (0x03), 1st byte = 0, if noone inside and colliding
with actor, else ever 0x0a*/
void *last_touched_object; /* 188 - You can touch roads - those are considered buildings */
void *last_collided_object; /* 192 - pointer to last collided object.. not for ALL collisions?!? */
uint8_t __unknown_196[20]; /* 196 */
float collision_something; /* 216 - collision timer?*/
void *collision_current_obj; /* 220 - pointer to current thing colliding with */
// end of handling should be here
uint8_t __unknown_224[12]; /* 224 */
float collision_position[3]; /* 236 - last collision coordinates */
uint8_t __unknown_248[68]; /* 248 */
void *__unknown_316; /* 316 - pointer to this something in this structure */
uint8_t __unknown_320[157]; /* 320 */
uint8_t in_vehicle; /* 477 */
uint8_t __unknown_478[422]; /* 478 */
tHandlingDataSA *pHandlingData; /* 900 */
struct physicalFlyParams *pFlyData; /* 904 */
uint8_t __unknown_908[96]; /* 908 */
uint32_t hFlagsLocal; /* 1004 */
uint8_t __unknown_1008[56]; /* 1008 - AutoPilot */
CVehicleFlags m_nVehicleFlags; /* 1064 - 60 bits/flags */
uint32_t m_TimeOfCreation; /* 1072 - GetTimeInMilliseconds when this vehicle was created. */
uint8_t color[4]; /* 1076 - as in carcolors.dat - body, stripe, body2, stripe2 */
uint8_t modding[2]; /* 1080 - modding data */
unsigned short UpgradeModelID[15]; /* 1082 - attached upgrades */
float wheel_size; /* 1112 */
unsigned short CarAlarmState; /* 1116 - time left for car alarm to sound in ms */
unsigned short ForcedRandomSeed; /* 1118 - if this is non-zero the random wander gets deterministic */
struct actor_info *passengers[9]; /* 1120 (pointer to the passenger player structs) */
unsigned char m_nNumPassengers; /* 1156 */
unsigned char m_nNumGettingIn; /* 1157 */
unsigned char m_nGettingInFlags; /* 1158 */
unsigned char m_nGettingOutFlags; /* 1159 */
unsigned char m_nMaxPassengers; /* 1160 */
unsigned char m_windowsOpenFlags; /* 1161 */
char m_nNitroBoosts; /* 1162 */
char m_nSpecialColModel; /* 1163 */
DWORD *pEntityWeAreOnForVisibilityCheck; /* 1164 - we need a CEntity */
DWORD *m_pFire; /* 1168 - CFire*/
float steer_angles[2]; /* 1172 - steer angles */
float gas_pedal; /* 1180 - gas pedal */
float break_pedal; /* 1184 - break pedal */
// 1188
unsigned char VehicleCreatedBy; // Contains information on whether this vehicle can be deleted or not. Probably only need this or IsLocked.
short ExtendedRemovalRange;
// this padding probably isn't in the right place.
uint8_t __unknown_1191;
//1192
unsigned char car_bomb : 3; // 0 = None. 1 = Timed. 2 = On ignition, 3 = remotely set ? 4 = Timed Bomb has been activated. 5 = On ignition has been activated.
unsigned char OverrideLights : 2; // uses enum NO_CAR_LIGHT_OVERRIDE, FORCE_CAR_LIGHTS_OFF, FORCE_CAR_LIGHTS_ON
unsigned char WinchType : 2; // Does this vehicle use a winch?
// this padding probably isn't in the right place.
uint8_t __unknown_1193;
//1194
unsigned char m_GunsCycleIndex : 2; // Cycle through alternate gun hardpoints on planes/helis
unsigned char m_OrdnanceCycleIndex : 2; // Cycle through alternate ordnance hardpoints on planes/helis
// 1195
unsigned char nUsedForCover; // Has n number of cops hiding/attempting to hid behind it
unsigned char AmmoInClip; // Used to make the guns on boat do a reload.
unsigned char PacMansCollected;
unsigned char PedsPositionForRoadBlock;
unsigned char NumPedsForRoadBlock;
//1200
float nBodyDirtLevel; // Dirt level of vehicle body texture: 0.0f=fully clean, 15.0f=maximum dirt visible, it may be altered at any time while vehicle's cycle of lige
// values used by transmission
unsigned char m_nCurrentGear; /* 1204 */
float m_fGearChangeCount; /* 1205 */
float m_fWheelSpinForAudio; /* 1209 */
uint8_t __unknown_1213[3]; /* 1213 */
float hitpoints; /* 1216 */
void *pulling_truck; /* 1220 - vehicle_info - pulling truck */
struct vehicle_info *trailer; /* 1224 - pointer to the currently attached trailer; 0 if theres no trailer */
uint8_t __unknown_1228[44]; /* 1228 */
uint32_t door_status; /* 1272 - car door status (1:Opened 2:Locked) */
uint8_t __unknown_1276[148]; /* 1276 */
uint8_t vehicle_type; /* 1424 - VEHICLE_TYPE_* */
uint8_t __unknown_1425[19]; /* 1425 */
union
{
struct
{
float m_fTrainSpeed; /* 1444 - Train speed along rails */
float m_fTrainRailDistance; /* 1448 - Distance along rail starting from first rail node (determines train position when on rails) -max 18106 */
float m_fDistanceToNextCarriage; /* 1452 - Distance to Carriage being infront of this */
};
struct
{
uint8_t boat_sound_level; /* 1444 */
uint8_t car_tire_status[4]; /* 1445 - LF, LR, RF, RR, 0 = ok, 1 = flat, 2 = landing gear up */
uint8_t door_damage_status[6]; /* 1449 - damage status of doors, 0 = ok, 2 = damaged, 3 = open free, 4 = lost */
};
};
// light damage states
//uint8_t lights; /* 1456 - Light status, 0 = no dmg, 1 = front left dmg, 4 = front right dmg, 5 = front dmg, ...+0x40 = ...+back dmg */
unsigned char lights_status_frontLeft : 1;
unsigned char __unknown_lights_status_2 : 1;
unsigned char lights_status_frontRight : 1;
unsigned char __unknown_lights_status_4 : 3;
unsigned char lights_status_rear : 1;
// end of light damage states
uint8_t __unknown_1457[3]; /* 1457 - 1475 related to doorHood (byte??)*/
// misc damage states
unsigned char car_status_left : 4; /* 1460 - 0 = ok, 1 = damaged, 2 = free movement, 3 = lost - same status codes for following bumper/windshield */
unsigned char car_status_right : 4;
uint8_t car_bumper_status; /* 1461 - unknown */
unsigned char car_windshield_status : 4;
unsigned char car_bumper_status_front : 4;
uint8_t car_bumper_status_rear;
// end of misc damage states
CTrainFlags m_trainFlags; /* 1464 */
uint8_t __unknown_1468[8]; /* 1468 */
float doorHood_dist; /* 1476 - positive = open */
uint8_t __unknown_1480[4]; /* 1480 - detachable related*/
float doorHood_dist_two; /* 1484 - positive = open*/
uint8_t __unknown_1488[4]; /* 1488 */
struct vehicle_info *m_train_next_carriage; /* 1492 */
uint8_t __unknown_1496[4]; /* 1496 */
float doorTrunk_dist; /* 1500 - negative = open */
uint8_t __unknown_1504[4]; /* 1504 */
float doorTrunk_dist_two; /* 1508 - negative = open */
uint8_t __unknown_1512[12]; /* 1512 */
float doorOne_dist; /* 1524 - also for movable part of boats (marquis)*/
uint8_t __unknown_1528[4]; /* 1528 */
union
{
struct detachable detachable_bike1[1]; /* 1532 - bike/motorcycle/car part */
struct
{
float doorOne_dist_two; /* 1532 - negative = open */
uint8_t __unknown_1536[12]; /* 1536 */
float doorTwo_dist; /* 1548 - positive = open */
uint8_t __unknown_1552[4]; /* 1552 */
float doorTwo_dist_two; /* 1556 - positive = open */
uint8_t __unknown_1560[12]; /* 1560 */
float doorThree_dist; /* 1572 - negative = open */
uint8_t __unknown_1576[4]; /* 1576 */
float doorThree_dist_two; /* 1580 - negative = open */
uint8_t __unknown_1584[12]; /* 1584 */
float doorFour_dist; /* 1596 - positive = open */
uint8_t __unknown_1600[6]; /* 1600 */
float doorFour_dist_two; /* 1606 - positive = open */
};
};
uint8_t __unknown_1610[18]; /* 1610 */
uint8_t bike_tire_status[2]; /* 1628 Front, Rear, 0 = ok, 1 = flat */
uint8_t __unknown_1630[2]; /* 1630 */
//maybe also door positions in here, like in 15xx?
struct detachable detachable_bike2[4]; /* 1632 - bike/motorcycle and boat parts */
uint8_t __unknown_1808[8]; /* 1808 */
float fPos_FireCarLadder[3]; /* 1816 - train ladder positioning (part of detachables?) */
struct detachable detachable_car[4]; /* 1828 - car/helicopter/airplane parts */
uint8_t __unknown_2004[12]; /* 2004 */
float suspension[4]; /* 2016 - FL, RL, FR, RR suspension height */
uint8_t __unknown_2032[244]; /* 2032 */
float burn_timer; /* 2276 - burn timer counting up from 0.0f */
uint8_t __unknown_2280[100]; /* 2280 */
float fCannonAimX_Y[2]; /* 2380 - cannon offset (x/y) */
uint8_t __unknown_2388[48]; /* 2388 */
float fHeliDistanceToGround; /* 2436 - (between 0.9 and 1 = touching ground) */
uint8_t __unknown_2440[24]; /* 2440 */
float fHeliMainRotorDistance; /* 2464 - distance/rotation */
float fHeliSecRotorDistance; /* 2468 - distance/rotation secondary rotor */
uint8_t __unknown_2472[88]; /* 2472 */
uint8_t SmokeTrailEnabled; /* 2560 */
uint8_t __unknown_2561[23]; /* 2561 */
/* 2584 */
};
struct object_info
{
#pragma pack( 1 )
struct object_base base;
uint8_t __unknown_66; /* 66 */
uint8_t flags; /* 67 - collision and ...? */
uint8_t __unknown_68[7]; /* 68 */
float physical_height; /* 75 - normally max. 0.2 (bigger value = more 'ouch' when jumping), different results for different objects? */
uint8_t __unknown_79[173]; /* 79 - first value changing when last movement was going up or going down*/
struct actor_info *actor; /* 252 - pointer to Actor Object is attached to, 0 when not attached */
uint8_t __unknown_256[8]; /* 256 */
float height_to_actor; /* 264 - when attached height difference to actor, else 0*/
uint8_t __unknown_268[4]; /* 268 */
float pitch; /* 272 - rotation, pitch (attached) */
float roll; /* 276 - rotation, roll (attached) */
uint8_t __unknown_280[68]; /* 280 */
float scale; /* 348 - Scale */
uint8_t __unknown_352[59]; /* 352 */
};
//Only for flying
struct physicalFlyParams
{
#pragma pack( 1 )
float __itsNull; /* 0 */
float heightIncreaseRel[2]; /* 4 - Related to (Heli only?) height */
float circleAround; /* 12 - Heli/Plane */
float changeDir; /* 16 - Speed changing Direction (negative = change against the speed vector) */
float changeDir_side; /* 20 */
float roll_lr; /* 24 */
float __unknown_28; /* 28 */
float pitch; /* 32 */
float __unknown_36; /* 36 */
float _multPitch; /* 40 - pitch related */
float finalPitch_; /* 44 */
float _unknownMultipliers_isOne[2]; /* 48 */
float _orientationMultiplier; /* 56 - somehow orientation related */
float _SpeedMultiplier_isOne; /* 60 */
float pitchMultiplier; /* 64 - keep it >0 */
float rollMultiplier; /* 68 */
float circleMultiplier; /* 72 */
//following values = global for all vehs (?)
};
struct checkpoint
{
#pragma pack( 1 )
uint32_t __unknown1; /* Dunno, but I'm guessing the type of checkpoint is stored here */
uint32_t counter; /* Some sort of counter. */
uint32_t color; /* RGBA color value */
uint32_t __unknown2; /* 1024 most of the time */
float position[3];
float rotation[3]; /* direction from this checkpoint to the next */
float zero_point_two;
float radius; /* radius? */
uint32_t __unknown3; /* always zero */
uint32_t __unknown4; /* always zero */
};
struct vehicle_state
{
float matrix[16];
float speed[3];
float spin[3];
struct vehicle_state *trailer;
struct vehicle_info *trailerPtr;
};
// debug display function
extern float g_f_debugDisplay[10];
extern CVector g_vec_debugDisplay[10];
void cheat_main_display_debug_stuff ( double time_diff );
/* __time_current is set in cheat_hook(). the time is "cached".
by doing this we save some CPU time, and we get a constant time */
#define time_get() __time_current
extern uint64_t __time_current;
extern double g_timeDiff;
extern struct pool *pool_actor;
extern struct pool *pool_vehicle;
extern struct cheat_state *cheat_state;
extern float *cam_matrix;
void cheat_hook ( HWND wnd );
bool isCheatPanicEnabled();