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HolywoodJack

GTA III Gore Level Effect

Jul 26th, 2016
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  1. {$CLEO}
  2. 0000: GLIII
  3.  
  4. REPEAT
  5. wait 250
  6. UNTIL 0256: player $PLAYER_CHAR defined
  7.  
  8. gosub @GoreLevel
  9.  
  10. // standardCrosshairAimFix
  11. 05DF: 0x6FAE98 4 0.4499999881 1 // Y pos------------------------------------------------------------> 0.400000006
  12. 05DF: 0x6FAE94 4 0.5 1 // X pos------------------------------------------------------------> 0.5299999714
  13.  
  14. 6@ = 0x885B90
  15.  
  16. WHILE TRUE
  17. wait 0
  18. gosub @WeaponIndex
  19. IF OR
  20. 1@ == 0xAD // #COLT45
  21. 1@ == 0xB2 // #UZI
  22. THEN
  23. 05E0: 1@ = read_memory 0x4EAE30 size 4 virtual_protect 0
  24. IF 1@ <> 0x90909090
  25. THEN
  26. 05DF: write_memory 0x4EAE30 size 4 value 0x90909090 virtual_protect 1 // componentVisibility
  27. 05DF: write_memory 0x4EAE34 size 1 value 0x90 virtual_protect 1
  28. 05DF: write_memory 0x4EB075 size 2 value 0x9090 virtual_protect 1 // componentVisibility
  29. END
  30. ELSE
  31. 05E0: 1@ = read_memory 0x4EAE30 size 4 virtual_protect 0
  32. IF 1@ == 0x90909090
  33. THEN
  34. 05DF: write_memory 0x4EAE30 size 4 value 0x0B750BE8 virtual_protect 1 // componentVisibility
  35. 05DF: write_memory 0x4EAE34 size 1 value 0x00 virtual_protect 1
  36. 05DF: write_memory 0x4EB075 size 2 value 0x0A72 virtual_protect 1 // componentVisibility
  37. END
  38.  
  39. gosub @WeaponIndex
  40. IF 1@ == 0xB4 // #M16
  41. THEN
  42. 05E0: 1@ = read_memory 0x4EA7EC size 1 virtual_protect 0
  43. IF 1@ <> 0x19
  44. THEN
  45. // M16 deathAnimIDs
  46. 05DF: write_memory 0x4EA7EC size 1 value 0x19 virtual_protect 1 // headshot-------------------> 0x11
  47. 05DF: write_memory 0x4EA81B size 1 value 0x12 virtual_protect 1 // stomack------------------------>0x12
  48. 05DF: write_memory 0x4EA82C size 1 value 0x1A virtual_protect 1 // LeftArm--------------->0x13
  49. 05DF: write_memory 0x4EA849 size 1 value 0x18 virtual_protect 1 // RightArm--------------->0x14
  50.  
  51. 05DF: write_memory 0x4EA866 size 1 value 0x1B virtual_protect 1 // LeftLeg--------------->0x15
  52. 05DF: write_memory 0x4EA883 size 1 value 0x1B virtual_protect 1 // RightLeg-------------------->0x16
  53. 05DF: write_memory 0x4EA876 size 4 value 0x90909090 virtual_protect 1 // LeftLeg jumpTo RightLeg----------->0x0380E9
  54. 05DF: write_memory 0x4EA87A size 1 value 0x90 virtual_protect 1 // --------------------------------->0x00
  55. 05DF: write_memory 0x5F9E80 size 4 value 0x4EA85E virtual_protect 1 // LeftLegToRightLegSwitch------------->0x7B
  56. END
  57.  
  58. IF 4@ <> 240.0
  59. THEN
  60. 0006: 3@ = 0
  61. 0007: 4@ = 240.0
  62. gosub @setNewCrosshair
  63. 05DF: write_memory 0x4F1F74 size 1 value 6 virtual_protect 1 // instantHit
  64. END
  65. ELSE
  66. IF 4@ <> 210.0
  67. THEN
  68. 0006: 3@ = 255
  69. 0007: 4@ = 210.0
  70. gosub @setNewCrosshair
  71. END
  72.  
  73. 05E0: 1@ = read_memory 0x4EA7EC size 1 virtual_protect 0
  74. IF 1@ <> 0x11
  75. THEN
  76. // M16 deathAnimIDs
  77. 05DF: write_memory 0x4EA7EC size 1 value 0x11 virtual_protect 1 // headshot------------------------>0x11
  78. 05DF: write_memory 0x4EA81B size 1 value 0x12 virtual_protect 1 // stomack------------------------->0x12
  79. 05DF: write_memory 0x4EA82C size 1 value 0x13 virtual_protect 1 // LeftArm------------------------>0x13
  80. 05DF: write_memory 0x4EA849 size 1 value 0x14 virtual_protect 1 // RightArm------------------------>0x14
  81.  
  82. 05DF: write_memory 0x4EA866 size 1 value 0x15 virtual_protect 1 // LeftLeg------------------------>0x15
  83. 05DF: write_memory 0x4EA883 size 1 value 0x16 virtual_protect 1 // RightLeg-------------------->0x16
  84. 05DF: write_memory 0x4EA876 size 4 value 0x0380E9 virtual_protect 1 // LeftLeg jumpTo RightLeg------->0x0380E9
  85. 05DF: write_memory 0x4EA87A size 1 value 0x00 virtual_protect 1 // -------------------->0x00
  86. 05DF: write_memory 0x5F9E80 size 4 value 0x4EA87B virtual_protect 1 // LeftLegToRightLegSwitch------>0x7B
  87. END
  88. END
  89. END
  90.  
  91. // crosshair
  92. 05E0: 0@ = read_memory 0x8472A1 size 1 virtual_protect 0 // RMB
  93. IF 0@ <> 0
  94. THEN
  95. gosub @WeaponIndex
  96. IF 1@ == 0xB4 // #M16
  97. THEN
  98. gosub @CurrentStatus
  99. IF
  100. 5@ <> 7
  101. THEN
  102. 05DF: write_memory 0x48E18D size 1 value 6 virtual_protect 1 // sniperBacgroundActivated
  103. 05DF: write_memory 0x4F0149 size 1 value 6 virtual_protect 1
  104. 0157: camera_on_player $PLAYER_CHAR 7 2
  105. 0006: 5@ = 7
  106. END
  107. END
  108. ELSE
  109. 05E0: 0@ = read_memory 0x48E18D size 1 virtual_protect 0
  110. IF 0@ <> 7
  111. THEN
  112. 05DF: write_memory 0x48E18D size 1 value 7 virtual_protect 1
  113. 05DF: write_memory 0x4F0149 size 1 value 6 virtual_protect 1
  114. // 05DF: write_memory 0x4F1F74 size 1 value 6 virtual_protect 1
  115. IF 82E9: NOT cutscene_reached_end
  116. THEN
  117. 015A: restore_camera
  118. END
  119. 0006: 5@ = 1
  120. END
  121. END
  122.  
  123. gosub @WeaponIndex
  124. IF OR
  125. 1@ == 0xAA // #GRENADE
  126. 1@ == 0xAF // #ROCKET
  127. THEN
  128. 05E0: 1@ = read_memory 0x4C476C size 1 virtual_protect 0
  129. IF 1@ <> 0x4E
  130. THEN
  131. 05DF: write_memory 0x43E298 size 1 value 0x4E virtual_protect 1
  132. 05DF: write_memory 0x4D38A0 size 1 value 0x4E virtual_protect 1
  133. 05DF: write_memory 0x4C476C size 4 value 35.0 virtual_protect 1 // CPed.physical.fMass, 70.0
  134. 05DF: write_memory 0x4C477A size 4 value 35.0 virtual_protect 1 // CPed.physical.fTurnMass, 100.0
  135. 05DF: write_memory 0x4C47A0 size 4 value 0.00625 virtual_protect 1 // CPed.physical.Elasticy, 0.050000001
  136. END
  137. ELSE
  138. 05E0: 1@ = read_memory 0x4D38A0 size 1 virtual_protect 0
  139. IF 1@ <> 0x30
  140. THEN
  141. 05DF: write_memory 0x43E298 size 1 value 0x30 virtual_protect 1
  142. 05DF: write_memory 0x4D38A0 size 1 value 0x30 virtual_protect 1
  143. 05DF: write_memory 0x4C476C size 4 value 70.0 virtual_protect 1 // CPed.physical.fMass, 70.0
  144. 05DF: write_memory 0x4C477A size 4 value 100.0 virtual_protect 1 // CPed.physical.fTurnMass, 100.0
  145. 05DF: write_memory 0x4C47A0 size 4 value 0.050000001 virtual_protect 1 // CPed.physical.Elasticy, 0.050000001
  146. END
  147. END
  148.  
  149. 05E6: 0@ = actor $PLAYER_ACTOR struct
  150. 0@ += 0x4F2 // componentID
  151. 05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
  152. IF 1@ <> 0xFF // componentLost?
  153. THEN
  154. 05DF: write_memory 0x4D38A0 size 1 value 0x30 virtual_protect 1
  155. 05E6: 0@ = actor $PLAYER_ACTOR struct
  156. 0@ += 0x224 //
  157. 05E0: 1@ = read_memory 0@ size 1 virtual_protect 1
  158. IF 1@ <> 0x31
  159. THEN
  160. 05DF: write_memory 0@ size 1 value 0x31 virtual_protect 1
  161. END
  162.  
  163. 05E0: 1@ = read_memory 0x5F6AA0 size 4 virtual_protect 1
  164. IF 1@ <> 0x31303038
  165. THEN
  166. 05DF: write_memory 0x5F6AA0 size 4 value 0x31303038 virtual_protect 1 // wasted GXT ID
  167. // fadeIn
  168. 05DF: write_memory 0x4214AB size 1 value 0x80 virtual_protect 1 // R
  169. 05DF: write_memory 0x4214A6 size 1 value 0x20 virtual_protect 1 // G
  170. 05DF: write_memory 0x4214A1 size 1 value 0x20 virtual_protect 1 // B
  171. // fadeOut
  172. 05DF: write_memory 0x421649 size 1 value 0x80 virtual_protect 1 // R
  173. 05DF: write_memory 0x421644 size 1 value 0x20 virtual_protect 1 // G
  174. 05DF: write_memory 0x42163F size 1 value 0x20 virtual_protect 1 // B
  175. END
  176. ELSE
  177. 05DF: write_memory 0x5F6AA0 size 4 value 0x44414544 virtual_protect 1 // wasted GXT ID
  178. // fadeIn
  179. 05DF: write_memory 0x4214AB size 1 value 0xC8 virtual_protect 1 // R
  180. 05DF: write_memory 0x4214A6 size 1 value 0xC8 virtual_protect 1 // G
  181. 05DF: write_memory 0x4214A1 size 1 value 0xC8 virtual_protect 1 // B
  182. // fadeOut
  183. 05DF: write_memory 0x421649 size 1 value 0xC8 virtual_protect 1 // R
  184. 05DF: write_memory 0x421644 size 1 value 0xC8 virtual_protect 1 // G
  185. 05DF: write_memory 0x42163F size 1 value 0xC8 virtual_protect 1 // B
  186. END
  187.  
  188. IF 0117: player $PLAYER_CHAR wasted
  189. THEN
  190. 05E0: 1@ = read_memory 0x4214C8 size 2 virtual_protect 0 // fadeTime
  191. wait 1@
  192. 0054: store_player $PLAYER_CHAR position_to 12@ 13@ 14@
  193. 000F: 14@ -= 1.0
  194. 009B: destroy_actor_instantly $PLAYER_ACTOR
  195. 0053: $PLAYER_CHAR = create_player #NULL at 12@ 13@ 14@
  196. 01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
  197. 05E6: 0@ = actor $PLAYER_ACTOR struct
  198. 0@ += 0x4F2
  199. 05DF: write_memory 0@ size 1 value 0xFF virtual_protect 0
  200.  
  201. 05E6: 0@ = actor $PLAYER_ACTOR struct
  202. 0@ += 0xC0
  203. 05DF: write_memory 0@ size 4 value 70.0 virtual_protect 0
  204. 0@ += 0x04 // 0xC4
  205. 05DF: write_memory 0@ size 4 value 100.0 virtual_protect 0
  206. 0@ += 0x0C // 0xD0
  207. 05DF: write_memory 0@ size 4 value 0.050000001 virtual_protect 0
  208. // 0222: set_player $PLAYER_CHAR health_to 3@
  209. ELSE
  210. // 0ADC: test_cheat 'ENABLEGORE'
  211. // 0ADC: test_cheat 'DISABLEGORE'
  212. 05E0: 0@ = read_memory 6@ size 4 virtual_protect 0
  213. 6@ += 0x04
  214. 05E0: 1@ = read_memory 6@ size 4 virtual_protect 0
  215. 6@ -= 0x04
  216. IF AND
  217. 0@ == 0x474F5245 // GORE
  218. 1@ == 0x41424C45 // ABLE
  219. THEN
  220. 6@ += 0x08
  221. 05E0: 0@ = read_memory 6@ size 2 virtual_protect 0
  222. 6@ += 0x02
  223. 05E0: 1@ = read_memory 6@ size 1 virtual_protect 0
  224. 6@ -= 0x0A
  225. IF AND
  226. 0@ == 0x4953 // IS
  227. 1@ == 0x44 // D
  228. THEN
  229. IF 0351: gore_enabled
  230. THEN
  231. 03E5: text_box 'CHEAT1'
  232. gosub @DisableGore
  233. END
  234. ELSE
  235. 6@ += 0x08
  236. 05E0: 0@ = read_memory 6@ size 2 virtual_protect 0
  237. 6@ -= 0x08
  238. IF 0@ == 0x454E // EN
  239. THEN
  240. IF 8351: NOT gore_enabled
  241. THEN
  242. 03E5: text_box 'GORLEV'
  243. gosub @GoreLevel //
  244. END
  245. END
  246. END
  247. END
  248. END
  249. END
  250.  
  251. :GoreLevel
  252. 05DF: write_memory 0x5FE408 size 4 value -100.0 virtual_protect 1
  253. // ADDRESS [DESCRIPTION] [DEFAULT]
  254. 05DF: 0x5F4DD4 4 1 1 // nastyGame--------------------------------------------------------> 0x00
  255. 05DF: 0x4A1310 1 1 1 // wasted Style-----------------------------------------------------> 0x02
  256. 05DF: 0x4D39F9 2 0x9090 1 // Player DropsWeaponsAfterDeath------------------------------------> 0x0E74
  257. 05DF: 0x42148E 2 0x1200 1 // wastedFadeIn-----------------------------------------------------> 0x800
  258. 05DF: 0x421495 2 0x1200 1 // wastedFadeOut----------------------------------------------------> 0x800
  259. 05DF: 0x4214C8 2 0x1500 1 // wastedFadeTotal--------------------------------------------------> 0x1000
  260.  
  261. // meny seetings
  262. 05DF: 0x47A983 4 0x90909090 1 // -----------------------------------------------------------------> 0x9B850F
  263. 05DF: 0x47A987 2 0x9090 1 // -----------------------------------------------------------------> 0x00
  264.  
  265. // NOP jump to loc_4EA99F [Player recieves the same type of damage as an NPC]
  266. 05DF: 0x4EA4FF 2 0x9090 1 // -----------------------------------------------------------------> 0x0F74
  267. 05DF: 0x4EA739 2 0x9090 1 // -----------------------------------------------------------------> 0x0C75
  268. 05DF: 0x4EA8D7 4 0x90909090 1 // -----------------------------------------------------------------> 0xC2840F
  269. 05DF: 0x4EA8DB 2 0x9090 1 // -----------------------------------------------------------------> 0x00
  270. 05DF: 0x4EA8E6 4 0x90909090 1 // -----------------------------------------------------------------> 0xB3850F
  271. 05DF: 0x4EA8EA 2 0x9090 1 // -----------------------------------------------------------------> 0x00
  272. 05DF: 0x4EA8F3 4 0x90909090 1 // -----------------------------------------------------------------> 0xA6850F
  273. 05DF: 0x4EA8F7 2 0x9090 1 // -----------------------------------------------------------------> 0x00
  274. 05DF: 0x4EA916 4 0x90909090 1 // -----------------------------------------------------------------> 0x83850F
  275. 05DF: 0x4EA91A 2 0x9090 1 // -----------------------------------------------------------------> 0x00
  276.  
  277.  
  278. // Particles
  279. // 05DF: 0xAFE80000 4 0.0 1 // bloodBrightnessFromBulletHit(crashes)----------------------------> 0xAFE80000
  280. // 05DF: 0x5FE46C 4 50.0 1 // bloodSplash------------------------------------------------------> -50.0
  281. 05DF: 0x4CFE57 1 0x12 1 // bleedSpeed-------------------------------------------------------> 0x12
  282. 05DF: 0x4CFE3E 4 0x02A7840F 1 // constant bleed from fatal wounds---------------------------------> 0x02A7840F
  283. 05DF: 0x4CFE42 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
  284. 05DF: 0x55FE07 4 0x06EF840F 1 // enablesBlood while nastyGame is set to 0------------------------> 0x06EF840F
  285. 05DF: 0x55FE0B 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
  286.  
  287. 05DF: 0x55FED8 1 0x7D 1 // bloodDensity-----------------------------------------------------> 0x08
  288. 05DF: 0x603108 4 0.2 1 // how far will blood fall + spread speed---------------------------> 0.00999999978
  289. 05DF: 0x603060 4 0.012 1 // sizeOfBlood&BulletImpact-----------------------------------------> 0.0
  290. 05DF: 0x6E98C8 4 2.5 1 // bloodSpread------------------------------------------------------> -1.0
  291.  
  292. 05DF: 0x560210 1 0x7D 1 // bulletDensity----------------------------------------------------> 0x10
  293. 05DF: 0x603070 4 0.5 1 // shotgunBlastSparkSize--------------------------------------------> 0.200000003
  294. 05DF: 0x603074 4 4.0 1 // shotgunPushPedForce, wideness of bullet spread, distance shot----> 1.0
  295.  
  296. // new weapon effect
  297. 05DF: 0x5F9EC0 4 0x4EA605 1 // pistol effect----------------------------------------------------> 0x4EA719
  298. 05DF: 0x5F9EC4 4 0x4EA7D0 1 // uzi effect [M16 style]-------------------------------------------> 0x4EA719
  299. 05DF: 0x5F9EC8 4 0x4EA9EC 1 // shotgun effect---------------------------------------------------> 0x4EA719
  300. 05DF: 0x5F9ECC 4 0x4EA7D0 1 // AK47 effect [M16 style]------------------------------------------> 0x4EA719
  301. // 05DF: 0x5F9ED0 4 0x4EA8D0 1 // M16 effect [explosion style]-------------------------------------> 0x4EA719
  302. 05DF: 0x5F9ED4 4 0x4EACF3 1 // sniper effect [instant death by a single shot]-------------------> 0x4EA719
  303. 05DF: 0x5F9EDC 4 0x4EA815 1 // flame thrower effect [stomack anim]------------------------------> 0x4EA898
  304.  
  305. // 05DF: 0x4D38A0 1 0x4E 1 // explosion effects dead bodies------------------------------------> 0x30
  306. // 05DF: 0x43E298 1 0x4E 1 // opcode_0118_(actor dead?)----------------------------------------> 0x30
  307. 05DF: 0x4EAF26 2 0x9090 1 // spawnsHeadComponent----------------------------------------------> 0x1074
  308. return
  309.  
  310. :DisableGore
  311. // ADDRESS [DESCRIPTION] [DEFAULT]
  312. 05DF: write_memory 0x5FE408 size 4 value 100.0 virtual_protect 1
  313. 05DF: 0x5F4DD4 4 0 1 // nastyGame--------------------------------------------------------> 0x00
  314. 05DF: 0x4A1310 1 0x02 1 // wasted Style-----------------------------------------------------> 0x02
  315. 05DF: 0x4D39F9 2 0x0E74 1 // Player DropsWeaponsAfterDeath------------------------------------> 0x0E74
  316. 05DF: 0x42148E 2 0x800 1 // wastedFadeIn-----------------------------------------------------> 0x800
  317. 05DF: 0x421495 2 0x800 1 // wastedFadeOut----------------------------------------------------> 0x800
  318. 05DF: 0x4214C8 2 0x1000 1 // wastedFadeTotal--------------------------------------------------> 0x1000
  319.  
  320. // meny seetings
  321. 05DF: 0x47A983 4 0x9B850F 1 // -----------------------------------------------------------------> 0x9B850F
  322. 05DF: 0x47A987 2 0x00 1 // -----------------------------------------------------------------> 0x00
  323.  
  324. // NOP jump to loc_4EA99F [Player recieves the same type of damage as an NPC]
  325. 05DF: 0x4EA4FF 2 0x0F74 1 // -----------------------------------------------------------------> 0x0F74
  326. 05DF: 0x4EA739 2 0x0C75 1 // -----------------------------------------------------------------> 0x0C75
  327. 05DF: 0x4EA8D7 4 0xC2840F 1 // -----------------------------------------------------------------> 0xC2840F
  328. 05DF: 0x4EA8DB 2 0x00 1 // -----------------------------------------------------------------> 0x00
  329. 05DF: 0x4EA8E6 4 0xB3850F 1 // -----------------------------------------------------------------> 0xB3850F
  330. 05DF: 0x4EA8EA 2 0x00 1 // -----------------------------------------------------------------> 0x00
  331. 05DF: 0x4EA8F3 4 0xA6850F 1 // -----------------------------------------------------------------> 0xA6850F
  332. 05DF: 0x4EA8F7 2 0x00 1 // -----------------------------------------------------------------> 0x00
  333. 05DF: 0x4EA916 4 0x83850F 1 // -----------------------------------------------------------------> 0x83850F
  334. 05DF: 0x4EA91A 2 0x00 1 // -----------------------------------------------------------------> 0x00
  335.  
  336.  
  337. // Particles
  338. // 05DF: 0x4EA91A 4 0xAFE80000 1 // bloodBrightnessFromBulletHit(crashes)----------------------------> 0xAFE80000
  339. // 05DF: 0x5FE46C 4 -50.0 1 // bloodSplash------------------------------------------------------> -50.0
  340. 05DF: 0x4CFE57 1 0x12 1 // bleedSpeed-------------------------------------------------------> 0x12
  341. 05DF: 0x4CFE3E 4 0x02A7840F 1 // constant bleed from fatal wounds---------------------------------> 0x02A7840F
  342. 05DF: 0x4CFE42 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
  343. 05DF: 0x55FE07 4 0x06EF840F 1 // enablesBlood while nastyGame is set to 0------------------------> 0x06EF840F
  344. 05DF: 0x55FE0B 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
  345. 05DF: 0x55FED8 1 0x08 1 // bloodDensity-----------------------------------------------------> 0x08
  346. 05DF: 0x603108 4 0.00999999978 1 // how far will blood fall + spread speed---------------------------> 0.00999999978
  347. 05DF: 0x603060 4 0.0 1 // sizeOfBlood&BulletImpact-----------------------------------------> 0.0
  348. 05DF: 0x6E98C8 4 -1.0 1 // bloodSpread------------------------------------------------------> -1.0
  349.  
  350. 05DF: 0x560210 1 0x10 1 // bulletDensity----------------------------------------------------> 0x10
  351. 05DF: 0x603070 4 0.200000003 1 // shotgunBlastSparkSize--------------------------------------------> 0.200000003
  352. 05DF: 0x603074 4 1.0 1 // shotgunPushPedForce, wideness of bullet spread, distance shot----> 1.0
  353.  
  354. // new weapon effect
  355. // 05DF: 0x5F9EC0 4 0x4EA719 1 // pistol effect----------------------------------------------------> 0x4EA719
  356. // 05DF: 0x5F9EC4 4 0x4EA719 1 // uzi effect [M16 style]-------------------------------------------> 0x4EA719
  357. // 05DF: 0x5F9EC8 4 0x4EA719 1 // shotgun effect---------------------------------------------------> 0x4EA719
  358. // 05DF: 0x5F9ECC 4 0x4EA719 1 // AK47 effect [M16 style]------------------------------------------> 0x4EA719
  359. // 05DF: 0x5F9ED0 4 0x4EA719 1 // M16 effect [explosion style]-------------------------------------> 0x4EA719
  360. // 05DF: 0x5F9ED4 4 0x4EA719 1 // sniper effect [instant death by a single shot]-------------------> 0x4EA719
  361. // 05DF: 0x5F9EDC 4 0x4EA898 1 // flame thrower effect [stomack anim]------------------------------> 0x4EA898
  362.  
  363. // 05DF: 0x4D38A0 1 0x30 1 // explosion effects dead bodies------------------------------------> 0x30
  364. // 05DF: 0x43E298 1 0x30 1 // opcode_0118_(actor dead?)----------------------------------------> 0x30
  365. 05DF: 0x4EAF26 2 0x1074 1 // spawnsHeadComponent----------------------------------------------> 0x1074
  366. return
  367.  
  368. :setNewCrosshair
  369. // RGBA
  370. // ULC
  371. 05DF: write_memory 0x505AB7 size 1 value 3@ virtual_protect 1
  372. 05DF: write_memory 0x505AB2 size 1 value 3@ virtual_protect 1
  373. 05DF: write_memory 0x505AAD size 1 value 3@ virtual_protect 1
  374. // URC
  375. 05DF: write_memory 0x505BA6 size 1 value 3@ virtual_protect 1
  376. 05DF: write_memory 0x505BA1 size 1 value 3@ virtual_protect 1
  377. 05DF: write_memory 0x505B9C size 1 value 3@ virtual_protect 1
  378. // LLC
  379. 05DF: write_memory 0x505C8E size 1 value 3@ virtual_protect 1
  380. 05DF: write_memory 0x505C89 size 1 value 3@ virtual_protect 1
  381. 05DF: write_memory 0x505C84 size 1 value 3@ virtual_protect 1
  382. // LRC
  383. 05DF: write_memory 0x505D6C size 1 value 3@ virtual_protect 1
  384. 05DF: write_memory 0x505D71 size 1 value 3@ virtual_protect 1
  385. 05DF: write_memory 0x505D76 size 1 value 3@ virtual_protect 1
  386. // shape
  387. 05DF: write_memory 0x5FDB78 size 4 value 4@ virtual_protect 1
  388. return
  389.  
  390. :WeaponIndex
  391. 05E6: 0@ = actor $PLAYER_ACTOR struct
  392. 0@ += 0x4C0 // currentWeaponModelIndex
  393. 05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
  394. return
  395.  
  396. :CurrentStatus
  397. 05E6: 0@ = actor $PLAYER_ACTOR struct
  398. 0@ += 0x224 // CurrentStatus
  399. 05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
  400. return
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