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@IntaglaticBombardier I have. However I don't think the author is still developing this mod and I don't have the time to release a separate mod at the moment.
@Unknown Modder well I failed to find a function that directly returns the handling data for a vehicle model but I have provided a way to write such a function above. Just tested it and it works pretty well.
If you are interested in implementing sub handling editing there's a convenient function CBaseSubHandlingData *GetSubHandlingDataOfType(CHandlingData *handling, int type). I also have their patterns so you can make it future proof. Also I've done some reclass work on some sub handling classes like CBikeHandlingData, CFlyingHandlingData, CBoatHandlingData, CSeaPlaneHandlingData, CSubmarineHandlingData, CTrailerHandlingData, CCarHandlingData.
If you need to get the handling data by vehicle model hash the way I can think of right now is to first get the model info by calling GetVehicleModelInfoByModelHash. Then find out the handling index inside the CVehicleModelInfo struct (offset 0x488 for 1180). Then you can call GetHandlingDataByIndex.
I don't know if @Unknown Modder has mentioned it or not but GetHandlingDataByHash should probably be named GetHandlingDataByHandlingNameHash instead since the handling name can be different from the model name.
@R3QQ I assume some people don't care about those values being reset after death.
You can use RESURRECT_PED, REVIVE_INJURED_PED, and _RESET_LOCALPLAYER_STATE in sequence to prevent the player from actually dying immediately after you get true from IS_ENTITY_DEAD and the wasted screen won't show.
Excellent work! Thanks. Do you know how I can find out all the new natives though?
Replace static auto addr1 = FindPattern("\x80\x3D\x00\x00\x00\x00\x00\x74\x27\x84\xC0", "xx?????xxxx") with static auto addr1 = FindPattern("\x40\x38\x35\x00\x00\x00\x00\x74\x18\x84\xDB\x74\x14", "xxx????xxxxxx") then it will work in the latest version.
Never mind. I got it to work. Great mod!