Flatline/Offsets: Difference between revisions

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m (Iritscen moved page AE:Flatline/Offsets to Flatline/Offsets without leaving a redirect: Not an AE initiative anymore (was it ever?).)
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All offset names are bastardized by me. They may or may not match up in name with Neo's db, but the offset locations should be right. Yes, I realize my Character pointers aren't quite flawless, but it is on my list of things to do.
All offset names are bastardized by me. They may or may not match up in name with Neo's db, but the offset locations should be right. Yes, I realize my Character pointers aren't quite flawless, but it is on my list of things to do.
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[[Category:Unfinished AE mods]]
[[Category:Modding projects]]

Latest revision as of 00:30, 9 April 2013

All offset names are bastardized by me. They may or may not match up in name with Neo's db, but the offset locations should be right. Yes, I realize my Character pointers aren't quite flawless, but it is on my list of things to do.

Offset name Address Datatype Description
GameState [5ECE7C] pointer Basically where everything important is stored
ActivePlayerZ GameState+0xB6268+Z*0x2838 Useful Location Where you can manipulate 90% of the player stuff. chr_draw_all_characters is recommended. (Will be changed soon, don't complain about it not being reliable)
ActivePlayerZ.Xloc [ActivePlayerZ+0x4]+0x84 float X location
ActivePlayerZ.Yloc [ActivePlayerZ+0x4]+0x88 float Y location
ActivePlayerZ.Zloc [ActivePlayerZ+0x4]+0x8C float Z location
ActivePlayerZ.Input ActivePlayerZ+0x2158 30 bytes of various data Where you can input controls for a character as long as you aren't focused on them (ai2_takecontrol 0 may be needed)
PlayerZ.Rotation Coming soon float Gotta switch over to more pointers before this is useable.