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- {$CLEO}
- 0000: GLIII
- REPEAT
- wait 250
- UNTIL 0256: player $PLAYER_CHAR defined
- gosub @GoreLevel
- // standardCrosshairAimFix
- 05DF: 0x6FAE98 4 0.4499999881 1 // Y pos------------------------------------------------------------> 0.400000006
- 05DF: 0x6FAE94 4 0.5 1 // X pos------------------------------------------------------------> 0.5299999714
- 6@ = 0x885B90
- WHILE TRUE
- wait 0
- gosub @WeaponIndex
- IF OR
- 1@ == 0xAD // #COLT45
- 1@ == 0xB2 // #UZI
- THEN
- 05E0: 1@ = read_memory 0x4EAE30 size 4 virtual_protect 0
- IF 1@ <> 0x90909090
- THEN
- 05DF: write_memory 0x4EAE30 size 4 value 0x90909090 virtual_protect 1 // componentVisibility
- 05DF: write_memory 0x4EAE34 size 1 value 0x90 virtual_protect 1
- 05DF: write_memory 0x4EB075 size 2 value 0x9090 virtual_protect 1 // componentVisibility
- END
- ELSE
- 05E0: 1@ = read_memory 0x4EAE30 size 4 virtual_protect 0
- IF 1@ == 0x90909090
- THEN
- 05DF: write_memory 0x4EAE30 size 4 value 0x0B750BE8 virtual_protect 1 // componentVisibility
- 05DF: write_memory 0x4EAE34 size 1 value 0x00 virtual_protect 1
- 05DF: write_memory 0x4EB075 size 2 value 0x0A72 virtual_protect 1 // componentVisibility
- END
- gosub @WeaponIndex
- IF 1@ == 0xB4 // #M16
- THEN
- 05E0: 1@ = read_memory 0x4EA7EC size 1 virtual_protect 0
- IF 1@ <> 0x19
- THEN
- // M16 deathAnimIDs
- 05DF: write_memory 0x4EA7EC size 1 value 0x19 virtual_protect 1 // headshot-------------------> 0x11
- 05DF: write_memory 0x4EA81B size 1 value 0x12 virtual_protect 1 // stomack------------------------>0x12
- 05DF: write_memory 0x4EA82C size 1 value 0x1A virtual_protect 1 // LeftArm--------------->0x13
- 05DF: write_memory 0x4EA849 size 1 value 0x18 virtual_protect 1 // RightArm--------------->0x14
- 05DF: write_memory 0x4EA866 size 1 value 0x1B virtual_protect 1 // LeftLeg--------------->0x15
- 05DF: write_memory 0x4EA883 size 1 value 0x1B virtual_protect 1 // RightLeg-------------------->0x16
- 05DF: write_memory 0x4EA876 size 4 value 0x90909090 virtual_protect 1 // LeftLeg jumpTo RightLeg----------->0x0380E9
- 05DF: write_memory 0x4EA87A size 1 value 0x90 virtual_protect 1 // --------------------------------->0x00
- 05DF: write_memory 0x5F9E80 size 4 value 0x4EA85E virtual_protect 1 // LeftLegToRightLegSwitch------------->0x7B
- END
- IF 4@ <> 240.0
- THEN
- 0006: 3@ = 0
- 0007: 4@ = 240.0
- gosub @setNewCrosshair
- 05DF: write_memory 0x4F1F74 size 1 value 6 virtual_protect 1 // instantHit
- END
- ELSE
- IF 4@ <> 210.0
- THEN
- 0006: 3@ = 255
- 0007: 4@ = 210.0
- gosub @setNewCrosshair
- END
- 05E0: 1@ = read_memory 0x4EA7EC size 1 virtual_protect 0
- IF 1@ <> 0x11
- THEN
- // M16 deathAnimIDs
- 05DF: write_memory 0x4EA7EC size 1 value 0x11 virtual_protect 1 // headshot------------------------>0x11
- 05DF: write_memory 0x4EA81B size 1 value 0x12 virtual_protect 1 // stomack------------------------->0x12
- 05DF: write_memory 0x4EA82C size 1 value 0x13 virtual_protect 1 // LeftArm------------------------>0x13
- 05DF: write_memory 0x4EA849 size 1 value 0x14 virtual_protect 1 // RightArm------------------------>0x14
- 05DF: write_memory 0x4EA866 size 1 value 0x15 virtual_protect 1 // LeftLeg------------------------>0x15
- 05DF: write_memory 0x4EA883 size 1 value 0x16 virtual_protect 1 // RightLeg-------------------->0x16
- 05DF: write_memory 0x4EA876 size 4 value 0x0380E9 virtual_protect 1 // LeftLeg jumpTo RightLeg------->0x0380E9
- 05DF: write_memory 0x4EA87A size 1 value 0x00 virtual_protect 1 // -------------------->0x00
- 05DF: write_memory 0x5F9E80 size 4 value 0x4EA87B virtual_protect 1 // LeftLegToRightLegSwitch------>0x7B
- END
- END
- END
- // crosshair
- 05E0: 0@ = read_memory 0x8472A1 size 1 virtual_protect 0 // RMB
- IF 0@ <> 0
- THEN
- gosub @WeaponIndex
- IF 1@ == 0xB4 // #M16
- THEN
- gosub @CurrentStatus
- IF
- 5@ <> 7
- THEN
- 05DF: write_memory 0x48E18D size 1 value 6 virtual_protect 1 // sniperBacgroundActivated
- 05DF: write_memory 0x4F0149 size 1 value 6 virtual_protect 1
- 0157: camera_on_player $PLAYER_CHAR 7 2
- 0006: 5@ = 7
- END
- END
- ELSE
- 05E0: 0@ = read_memory 0x48E18D size 1 virtual_protect 0
- IF 0@ <> 7
- THEN
- 05DF: write_memory 0x48E18D size 1 value 7 virtual_protect 1
- 05DF: write_memory 0x4F0149 size 1 value 6 virtual_protect 1
- // 05DF: write_memory 0x4F1F74 size 1 value 6 virtual_protect 1
- IF 82E9: NOT cutscene_reached_end
- THEN
- 015A: restore_camera
- END
- 0006: 5@ = 1
- END
- END
- gosub @WeaponIndex
- IF OR
- 1@ == 0xAA // #GRENADE
- 1@ == 0xAF // #ROCKET
- THEN
- 05E0: 1@ = read_memory 0x4C476C size 1 virtual_protect 0
- IF 1@ <> 0x4E
- THEN
- 05DF: write_memory 0x43E298 size 1 value 0x4E virtual_protect 1
- 05DF: write_memory 0x4D38A0 size 1 value 0x4E virtual_protect 1
- 05DF: write_memory 0x4C476C size 4 value 35.0 virtual_protect 1 // CPed.physical.fMass, 70.0
- 05DF: write_memory 0x4C477A size 4 value 35.0 virtual_protect 1 // CPed.physical.fTurnMass, 100.0
- 05DF: write_memory 0x4C47A0 size 4 value 0.00625 virtual_protect 1 // CPed.physical.Elasticy, 0.050000001
- END
- ELSE
- 05E0: 1@ = read_memory 0x4D38A0 size 1 virtual_protect 0
- IF 1@ <> 0x30
- THEN
- 05DF: write_memory 0x43E298 size 1 value 0x30 virtual_protect 1
- 05DF: write_memory 0x4D38A0 size 1 value 0x30 virtual_protect 1
- 05DF: write_memory 0x4C476C size 4 value 70.0 virtual_protect 1 // CPed.physical.fMass, 70.0
- 05DF: write_memory 0x4C477A size 4 value 100.0 virtual_protect 1 // CPed.physical.fTurnMass, 100.0
- 05DF: write_memory 0x4C47A0 size 4 value 0.050000001 virtual_protect 1 // CPed.physical.Elasticy, 0.050000001
- END
- END
- 05E6: 0@ = actor $PLAYER_ACTOR struct
- 0@ += 0x4F2 // componentID
- 05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
- IF 1@ <> 0xFF // componentLost?
- THEN
- 05DF: write_memory 0x4D38A0 size 1 value 0x30 virtual_protect 1
- 05E6: 0@ = actor $PLAYER_ACTOR struct
- 0@ += 0x224 //
- 05E0: 1@ = read_memory 0@ size 1 virtual_protect 1
- IF 1@ <> 0x31
- THEN
- 05DF: write_memory 0@ size 1 value 0x31 virtual_protect 1
- END
- 05E0: 1@ = read_memory 0x5F6AA0 size 4 virtual_protect 1
- IF 1@ <> 0x31303038
- THEN
- 05DF: write_memory 0x5F6AA0 size 4 value 0x31303038 virtual_protect 1 // wasted GXT ID
- // fadeIn
- 05DF: write_memory 0x4214AB size 1 value 0x80 virtual_protect 1 // R
- 05DF: write_memory 0x4214A6 size 1 value 0x20 virtual_protect 1 // G
- 05DF: write_memory 0x4214A1 size 1 value 0x20 virtual_protect 1 // B
- // fadeOut
- 05DF: write_memory 0x421649 size 1 value 0x80 virtual_protect 1 // R
- 05DF: write_memory 0x421644 size 1 value 0x20 virtual_protect 1 // G
- 05DF: write_memory 0x42163F size 1 value 0x20 virtual_protect 1 // B
- END
- ELSE
- 05DF: write_memory 0x5F6AA0 size 4 value 0x44414544 virtual_protect 1 // wasted GXT ID
- // fadeIn
- 05DF: write_memory 0x4214AB size 1 value 0xC8 virtual_protect 1 // R
- 05DF: write_memory 0x4214A6 size 1 value 0xC8 virtual_protect 1 // G
- 05DF: write_memory 0x4214A1 size 1 value 0xC8 virtual_protect 1 // B
- // fadeOut
- 05DF: write_memory 0x421649 size 1 value 0xC8 virtual_protect 1 // R
- 05DF: write_memory 0x421644 size 1 value 0xC8 virtual_protect 1 // G
- 05DF: write_memory 0x42163F size 1 value 0xC8 virtual_protect 1 // B
- END
- IF 0117: player $PLAYER_CHAR wasted
- THEN
- 05E0: 1@ = read_memory 0x4214C8 size 2 virtual_protect 0 // fadeTime
- wait 1@
- 0054: store_player $PLAYER_CHAR position_to 12@ 13@ 14@
- 000F: 14@ -= 1.0
- 009B: destroy_actor_instantly $PLAYER_ACTOR
- 0053: $PLAYER_CHAR = create_player #NULL at 12@ 13@ 14@
- 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
- 05E6: 0@ = actor $PLAYER_ACTOR struct
- 0@ += 0x4F2
- 05DF: write_memory 0@ size 1 value 0xFF virtual_protect 0
- 05E6: 0@ = actor $PLAYER_ACTOR struct
- 0@ += 0xC0
- 05DF: write_memory 0@ size 4 value 70.0 virtual_protect 0
- 0@ += 0x04 // 0xC4
- 05DF: write_memory 0@ size 4 value 100.0 virtual_protect 0
- 0@ += 0x0C // 0xD0
- 05DF: write_memory 0@ size 4 value 0.050000001 virtual_protect 0
- // 0222: set_player $PLAYER_CHAR health_to 3@
- ELSE
- // 0ADC: test_cheat 'ENABLEGORE'
- // 0ADC: test_cheat 'DISABLEGORE'
- 05E0: 0@ = read_memory 6@ size 4 virtual_protect 0
- 6@ += 0x04
- 05E0: 1@ = read_memory 6@ size 4 virtual_protect 0
- 6@ -= 0x04
- IF AND
- 0@ == 0x474F5245 // GORE
- 1@ == 0x41424C45 // ABLE
- THEN
- 6@ += 0x08
- 05E0: 0@ = read_memory 6@ size 2 virtual_protect 0
- 6@ += 0x02
- 05E0: 1@ = read_memory 6@ size 1 virtual_protect 0
- 6@ -= 0x0A
- IF AND
- 0@ == 0x4953 // IS
- 1@ == 0x44 // D
- THEN
- IF 0351: gore_enabled
- THEN
- 03E5: text_box 'CHEAT1'
- gosub @DisableGore
- END
- ELSE
- 6@ += 0x08
- 05E0: 0@ = read_memory 6@ size 2 virtual_protect 0
- 6@ -= 0x08
- IF 0@ == 0x454E // EN
- THEN
- IF 8351: NOT gore_enabled
- THEN
- 03E5: text_box 'GORLEV'
- gosub @GoreLevel //
- END
- END
- END
- END
- END
- END
- :GoreLevel
- 05DF: write_memory 0x5FE408 size 4 value -100.0 virtual_protect 1
- // ADDRESS [DESCRIPTION] [DEFAULT]
- 05DF: 0x5F4DD4 4 1 1 // nastyGame--------------------------------------------------------> 0x00
- 05DF: 0x4A1310 1 1 1 // wasted Style-----------------------------------------------------> 0x02
- 05DF: 0x4D39F9 2 0x9090 1 // Player DropsWeaponsAfterDeath------------------------------------> 0x0E74
- 05DF: 0x42148E 2 0x1200 1 // wastedFadeIn-----------------------------------------------------> 0x800
- 05DF: 0x421495 2 0x1200 1 // wastedFadeOut----------------------------------------------------> 0x800
- 05DF: 0x4214C8 2 0x1500 1 // wastedFadeTotal--------------------------------------------------> 0x1000
- // meny seetings
- 05DF: 0x47A983 4 0x90909090 1 // -----------------------------------------------------------------> 0x9B850F
- 05DF: 0x47A987 2 0x9090 1 // -----------------------------------------------------------------> 0x00
- // NOP jump to loc_4EA99F [Player recieves the same type of damage as an NPC]
- 05DF: 0x4EA4FF 2 0x9090 1 // -----------------------------------------------------------------> 0x0F74
- 05DF: 0x4EA739 2 0x9090 1 // -----------------------------------------------------------------> 0x0C75
- 05DF: 0x4EA8D7 4 0x90909090 1 // -----------------------------------------------------------------> 0xC2840F
- 05DF: 0x4EA8DB 2 0x9090 1 // -----------------------------------------------------------------> 0x00
- 05DF: 0x4EA8E6 4 0x90909090 1 // -----------------------------------------------------------------> 0xB3850F
- 05DF: 0x4EA8EA 2 0x9090 1 // -----------------------------------------------------------------> 0x00
- 05DF: 0x4EA8F3 4 0x90909090 1 // -----------------------------------------------------------------> 0xA6850F
- 05DF: 0x4EA8F7 2 0x9090 1 // -----------------------------------------------------------------> 0x00
- 05DF: 0x4EA916 4 0x90909090 1 // -----------------------------------------------------------------> 0x83850F
- 05DF: 0x4EA91A 2 0x9090 1 // -----------------------------------------------------------------> 0x00
- // Particles
- // 05DF: 0xAFE80000 4 0.0 1 // bloodBrightnessFromBulletHit(crashes)----------------------------> 0xAFE80000
- // 05DF: 0x5FE46C 4 50.0 1 // bloodSplash------------------------------------------------------> -50.0
- 05DF: 0x4CFE57 1 0x12 1 // bleedSpeed-------------------------------------------------------> 0x12
- 05DF: 0x4CFE3E 4 0x02A7840F 1 // constant bleed from fatal wounds---------------------------------> 0x02A7840F
- 05DF: 0x4CFE42 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
- 05DF: 0x55FE07 4 0x06EF840F 1 // enablesBlood while nastyGame is set to 0------------------------> 0x06EF840F
- 05DF: 0x55FE0B 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
- 05DF: 0x55FED8 1 0x7D 1 // bloodDensity-----------------------------------------------------> 0x08
- 05DF: 0x603108 4 0.2 1 // how far will blood fall + spread speed---------------------------> 0.00999999978
- 05DF: 0x603060 4 0.012 1 // sizeOfBlood&BulletImpact-----------------------------------------> 0.0
- 05DF: 0x6E98C8 4 2.5 1 // bloodSpread------------------------------------------------------> -1.0
- 05DF: 0x560210 1 0x7D 1 // bulletDensity----------------------------------------------------> 0x10
- 05DF: 0x603070 4 0.5 1 // shotgunBlastSparkSize--------------------------------------------> 0.200000003
- 05DF: 0x603074 4 4.0 1 // shotgunPushPedForce, wideness of bullet spread, distance shot----> 1.0
- // new weapon effect
- 05DF: 0x5F9EC0 4 0x4EA605 1 // pistol effect----------------------------------------------------> 0x4EA719
- 05DF: 0x5F9EC4 4 0x4EA7D0 1 // uzi effect [M16 style]-------------------------------------------> 0x4EA719
- 05DF: 0x5F9EC8 4 0x4EA9EC 1 // shotgun effect---------------------------------------------------> 0x4EA719
- 05DF: 0x5F9ECC 4 0x4EA7D0 1 // AK47 effect [M16 style]------------------------------------------> 0x4EA719
- // 05DF: 0x5F9ED0 4 0x4EA8D0 1 // M16 effect [explosion style]-------------------------------------> 0x4EA719
- 05DF: 0x5F9ED4 4 0x4EACF3 1 // sniper effect [instant death by a single shot]-------------------> 0x4EA719
- 05DF: 0x5F9EDC 4 0x4EA815 1 // flame thrower effect [stomack anim]------------------------------> 0x4EA898
- // 05DF: 0x4D38A0 1 0x4E 1 // explosion effects dead bodies------------------------------------> 0x30
- // 05DF: 0x43E298 1 0x4E 1 // opcode_0118_(actor dead?)----------------------------------------> 0x30
- 05DF: 0x4EAF26 2 0x9090 1 // spawnsHeadComponent----------------------------------------------> 0x1074
- return
- :DisableGore
- // ADDRESS [DESCRIPTION] [DEFAULT]
- 05DF: write_memory 0x5FE408 size 4 value 100.0 virtual_protect 1
- 05DF: 0x5F4DD4 4 0 1 // nastyGame--------------------------------------------------------> 0x00
- 05DF: 0x4A1310 1 0x02 1 // wasted Style-----------------------------------------------------> 0x02
- 05DF: 0x4D39F9 2 0x0E74 1 // Player DropsWeaponsAfterDeath------------------------------------> 0x0E74
- 05DF: 0x42148E 2 0x800 1 // wastedFadeIn-----------------------------------------------------> 0x800
- 05DF: 0x421495 2 0x800 1 // wastedFadeOut----------------------------------------------------> 0x800
- 05DF: 0x4214C8 2 0x1000 1 // wastedFadeTotal--------------------------------------------------> 0x1000
- // meny seetings
- 05DF: 0x47A983 4 0x9B850F 1 // -----------------------------------------------------------------> 0x9B850F
- 05DF: 0x47A987 2 0x00 1 // -----------------------------------------------------------------> 0x00
- // NOP jump to loc_4EA99F [Player recieves the same type of damage as an NPC]
- 05DF: 0x4EA4FF 2 0x0F74 1 // -----------------------------------------------------------------> 0x0F74
- 05DF: 0x4EA739 2 0x0C75 1 // -----------------------------------------------------------------> 0x0C75
- 05DF: 0x4EA8D7 4 0xC2840F 1 // -----------------------------------------------------------------> 0xC2840F
- 05DF: 0x4EA8DB 2 0x00 1 // -----------------------------------------------------------------> 0x00
- 05DF: 0x4EA8E6 4 0xB3850F 1 // -----------------------------------------------------------------> 0xB3850F
- 05DF: 0x4EA8EA 2 0x00 1 // -----------------------------------------------------------------> 0x00
- 05DF: 0x4EA8F3 4 0xA6850F 1 // -----------------------------------------------------------------> 0xA6850F
- 05DF: 0x4EA8F7 2 0x00 1 // -----------------------------------------------------------------> 0x00
- 05DF: 0x4EA916 4 0x83850F 1 // -----------------------------------------------------------------> 0x83850F
- 05DF: 0x4EA91A 2 0x00 1 // -----------------------------------------------------------------> 0x00
- // Particles
- // 05DF: 0x4EA91A 4 0xAFE80000 1 // bloodBrightnessFromBulletHit(crashes)----------------------------> 0xAFE80000
- // 05DF: 0x5FE46C 4 -50.0 1 // bloodSplash------------------------------------------------------> -50.0
- 05DF: 0x4CFE57 1 0x12 1 // bleedSpeed-------------------------------------------------------> 0x12
- 05DF: 0x4CFE3E 4 0x02A7840F 1 // constant bleed from fatal wounds---------------------------------> 0x02A7840F
- 05DF: 0x4CFE42 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
- 05DF: 0x55FE07 4 0x06EF840F 1 // enablesBlood while nastyGame is set to 0------------------------> 0x06EF840F
- 05DF: 0x55FE0B 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
- 05DF: 0x55FED8 1 0x08 1 // bloodDensity-----------------------------------------------------> 0x08
- 05DF: 0x603108 4 0.00999999978 1 // how far will blood fall + spread speed---------------------------> 0.00999999978
- 05DF: 0x603060 4 0.0 1 // sizeOfBlood&BulletImpact-----------------------------------------> 0.0
- 05DF: 0x6E98C8 4 -1.0 1 // bloodSpread------------------------------------------------------> -1.0
- 05DF: 0x560210 1 0x10 1 // bulletDensity----------------------------------------------------> 0x10
- 05DF: 0x603070 4 0.200000003 1 // shotgunBlastSparkSize--------------------------------------------> 0.200000003
- 05DF: 0x603074 4 1.0 1 // shotgunPushPedForce, wideness of bullet spread, distance shot----> 1.0
- // new weapon effect
- // 05DF: 0x5F9EC0 4 0x4EA719 1 // pistol effect----------------------------------------------------> 0x4EA719
- // 05DF: 0x5F9EC4 4 0x4EA719 1 // uzi effect [M16 style]-------------------------------------------> 0x4EA719
- // 05DF: 0x5F9EC8 4 0x4EA719 1 // shotgun effect---------------------------------------------------> 0x4EA719
- // 05DF: 0x5F9ECC 4 0x4EA719 1 // AK47 effect [M16 style]------------------------------------------> 0x4EA719
- // 05DF: 0x5F9ED0 4 0x4EA719 1 // M16 effect [explosion style]-------------------------------------> 0x4EA719
- // 05DF: 0x5F9ED4 4 0x4EA719 1 // sniper effect [instant death by a single shot]-------------------> 0x4EA719
- // 05DF: 0x5F9EDC 4 0x4EA898 1 // flame thrower effect [stomack anim]------------------------------> 0x4EA898
- // 05DF: 0x4D38A0 1 0x30 1 // explosion effects dead bodies------------------------------------> 0x30
- // 05DF: 0x43E298 1 0x30 1 // opcode_0118_(actor dead?)----------------------------------------> 0x30
- 05DF: 0x4EAF26 2 0x1074 1 // spawnsHeadComponent----------------------------------------------> 0x1074
- return
- :setNewCrosshair
- // RGBA
- // ULC
- 05DF: write_memory 0x505AB7 size 1 value 3@ virtual_protect 1
- 05DF: write_memory 0x505AB2 size 1 value 3@ virtual_protect 1
- 05DF: write_memory 0x505AAD size 1 value 3@ virtual_protect 1
- // URC
- 05DF: write_memory 0x505BA6 size 1 value 3@ virtual_protect 1
- 05DF: write_memory 0x505BA1 size 1 value 3@ virtual_protect 1
- 05DF: write_memory 0x505B9C size 1 value 3@ virtual_protect 1
- // LLC
- 05DF: write_memory 0x505C8E size 1 value 3@ virtual_protect 1
- 05DF: write_memory 0x505C89 size 1 value 3@ virtual_protect 1
- 05DF: write_memory 0x505C84 size 1 value 3@ virtual_protect 1
- // LRC
- 05DF: write_memory 0x505D6C size 1 value 3@ virtual_protect 1
- 05DF: write_memory 0x505D71 size 1 value 3@ virtual_protect 1
- 05DF: write_memory 0x505D76 size 1 value 3@ virtual_protect 1
- // shape
- 05DF: write_memory 0x5FDB78 size 4 value 4@ virtual_protect 1
- return
- :WeaponIndex
- 05E6: 0@ = actor $PLAYER_ACTOR struct
- 0@ += 0x4C0 // currentWeaponModelIndex
- 05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
- return
- :CurrentStatus
- 05E6: 0@ = actor $PLAYER_ACTOR struct
- 0@ += 0x224 // CurrentStatus
- 05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
- return
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