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SunShineSilver.mdA

Mar 27th, 2018
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  1.  
  2. GRAPHICS
  3. DOES_PARTICLE_FX_LOOPED_EXIST #
  4.  
  5. // 0x74AFEF0D2E1E409B 0xCBF91D2A
  6. // DoesParticleFxLoopedExist
  7. BOOL DOES_PARTICLE_FX_LOOPED_EXIST(int ptfxHandle);
  8.  
  9. IS_PARTICLE_FX_DELAYED_BLINK #
  10.  
  11. // 0x5CCABFFCA31DDE33 0xEA432A94
  12. // IsParticleFxDelayedBlink
  13. float IS_PARTICLE_FX_DELAYED_BLINK();
  14.  
  15. REMOVE_PARTICLE_FX #
  16.  
  17. // 0xC401503DFE8D53CF 0x6BA48C7E
  18. // RemoveParticleFx
  19. void REMOVE_PARTICLE_FX(int ptfxHandle, BOOL p1);
  20.  
  21. REMOVE_PARTICLE_FX_FROM_ENTITY #
  22.  
  23. // 0xB8FEAEEBCC127425 0xCEDE52E9
  24. // RemoveParticleFxFromEntity
  25. void REMOVE_PARTICLE_FX_FROM_ENTITY(Entity entity);
  26.  
  27. REMOVE_PARTICLE_FX_IN_RANGE #
  28.  
  29. // 0xDD19FA1C6D657305 0x7EB8F275
  30. // RemoveParticleFxInRange
  31. void REMOVE_PARTICLE_FX_IN_RANGE(float X, float Y, float Z, float radius);
  32.  
  33. SET_PARTICLE_FX_BLOOD_SCALE #
  34.  
  35. // 0x5F6DF3D92271E8A1 0x18136DE0
  36. // SetParticleFxBloodScale
  37. void SET_PARTICLE_FX_BLOOD_SCALE(BOOL p0);
  38.  
  39. hash collision
  40. SET_PARTICLE_FX_CAM_INSIDE_NONPLAYER_VEHICLE #
  41.  
  42. // 0xACEE6F360FC1F6B6 0x6B125A02
  43. // SetParticleFxCamInsideNonplayerVehicle
  44. void SET_PARTICLE_FX_CAM_INSIDE_NONPLAYER_VEHICLE(Any p0, BOOL p1);
  45.  
  46. SET_PARTICLE_FX_CAM_INSIDE_VEHICLE #
  47.  
  48. // 0xEEC4047028426510 0x19EC0001
  49. // SetParticleFxCamInsideVehicle
  50. void SET_PARTICLE_FX_CAM_INSIDE_VEHICLE(BOOL p0);
  51.  
  52. SET_PARTICLE_FX_LOOPED_ALPHA #
  53.  
  54. // 0x726845132380142E 0x5ED49BE1
  55. // SetParticleFxLoopedAlpha
  56. void SET_PARTICLE_FX_LOOPED_ALPHA(int ptfxHandle, float alpha);
  57.  
  58. SET_PARTICLE_FX_LOOPED_COLOUR #
  59.  
  60. // 0x7F8F65877F88783B 0x5219D530
  61. // SetParticleFxLoopedColour
  62. void SET_PARTICLE_FX_LOOPED_COLOUR(int ptfxHandle, float r, float g, float b, BOOL p4);
  63.  
  64. only works on some fx's
  65.  
  66. p4 = 0
  67. SET_PARTICLE_FX_LOOPED_EVOLUTION #
  68.  
  69. // 0x5F0C4B5B1C393BE2 0x1CBC1373
  70. // SetParticleFxLoopedEvolution
  71. void SET_PARTICLE_FX_LOOPED_EVOLUTION(int ptfxHandle, char* propertyName, float amount, BOOL Id);
  72.  
  73. Should be named SET_PARTICLE_FX_LOOPED_PROPERTY. "Evolution" doesn't make much sense...
  74. --------
  75. p4 seems to be always 0.
  76.  
  77. Usage:
  78.  
  79. if (!GRAPHICS::DOES_PARTICLE_FX_LOOPED_EXIST(l_25C7)) {
  80. l_25C7 = GRAPHICS::_DDE23F30CC5A0F03("scr_veh_plane_gen_damage", l_8B9, l_25C4, 0.0, 0.0, 0.0, ENTITY::_GET_ENTITY_BONE_INDEX(l_8B9, "exhaust"), 1.0, 0, 0, 0);
  81. GRAPHICS::SET_PARTICLE_FX_LOOPED_EVOLUTION(l_25C7, "damage_smoke", 0.5, 0);
  82. GRAPHICS::SET_PARTICLE_FX_LOOPED_EVOLUTION(l_25C7, "damage_fire", 0.2, 0);
  83. }
  84. SET_PARTICLE_FX_LOOPED_OFFSETS #
  85.  
  86. // 0xF7DDEBEC43483C43 0x641F7790
  87. // SetParticleFxLoopedOffsets
  88. void SET_PARTICLE_FX_LOOPED_OFFSETS(int ptfxHandle, float x, float y, float z, float rotX, float rotY, float rotZ);
  89.  
  90. SET_PARTICLE_FX_LOOPED_SCALE #
  91.  
  92. // 0xB44250AAA456492D 0x099B8B49
  93. // SetParticleFxLoopedScale
  94. void SET_PARTICLE_FX_LOOPED_SCALE(int ptfxHandle, float scale);
  95.  
  96. SET_PARTICLE_FX_NON_LOOPED_ALPHA #
  97.  
  98. // 0x77168D722C58B2FC 0x497EAFF2
  99. // SetParticleFxNonLoopedAlpha
  100. void SET_PARTICLE_FX_NON_LOOPED_ALPHA(float alpha);
  101.  
  102. Usage example for C#:
  103.  
  104. Function.Call(Hash.SET_PARTICLE_FX_NON_LOOPED_ALPHA, new InputArgument[] { 0.1f });
  105.  
  106. Note: the argument alpha ranges from 0.0f-1.0f !
  107. SET_PARTICLE_FX_NON_LOOPED_COLOUR #
  108.  
  109. // 0x26143A59EF48B262 0x7B689E20
  110. // SetParticleFxNonLoopedColour
  111. void SET_PARTICLE_FX_NON_LOOPED_COLOUR(float r, float g, float b);
  112.  
  113. only works on some fx's
  114. SET_PARTICLE_FX_SHOOTOUT_BOAT #
  115.  
  116. // 0x96EF97DAEB89BEF5 0xD938DEE0
  117. // SetParticleFxShootoutBoat
  118. void SET_PARTICLE_FX_SHOOTOUT_BOAT(Any p0);
  119.  
  120. START_PARTICLE_FX_LOOPED_AT_COORD #
  121.  
  122. // 0xE184F4F0DC5910E7 0xD348E3E6
  123. // StartParticleFxLoopedAtCoord
  124. int START_PARTICLE_FX_LOOPED_AT_COORD(char* effectName, float x, float y, float z, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL p11);
  125.  
  126. GRAPHICS::START_PARTICLE_FX_LOOPED_AT_COORD("scr_fbi_falling_debris", 93.7743f, -749.4572f, 70.86904f, 0f, 0f, 0f, 0x3F800000, 0, 0, 0, 0)
  127.  
  128.  
  129. p11 seems to be always 0
  130. START_PARTICLE_FX_LOOPED_ON_ENTITY #
  131.  
  132. // 0x1AE42C1660FD6517 0x0D06FF62
  133. // StartParticleFxLoopedOnEntity
  134. int START_PARTICLE_FX_LOOPED_ON_ENTITY(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
  135.  
  136. list: pastebin.com/N9unUFWY
  137. START_PARTICLE_FX_LOOPED_ON_PED_BONE #
  138.  
  139. // 0xF28DA9F38CD1787C 0xF8FC196F
  140. // StartParticleFxLoopedOnPedBone
  141. int START_PARTICLE_FX_LOOPED_ON_PED_BONE(char* effectName, Ped ped, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
  142.  
  143. START_PARTICLE_FX_NON_LOOPED_AT_COORD #
  144.  
  145. // 0x25129531F77B9ED3 0xDD79D679
  146. // StartParticleFxNonLoopedAtCoord
  147. int START_PARTICLE_FX_NON_LOOPED_AT_COORD(char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
  148.  
  149. GRAPHICS::START_PARTICLE_FX_NON_LOOPED_AT_COORD("scr_paleto_roof_impact", -140.8576f, 6420.789f, 41.1391f, 0f, 0f, 267.3957f, 0x3F800000, 0, 0, 0);
  150.  
  151. Axis - Invert Axis Flags
  152.  
  153. list: pastebin.com/N9unUFWY
  154.  
  155.  
  156. -------------------------------------------------------------------
  157. C#
  158.  
  159. Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, = you are calling this function.
  160.  
  161. char *effectname = This is an in-game effect name, for e.g. "scr_fbi4_trucks_crash" is used to give the effects when truck crashes etc
  162.  
  163. float x, y, z pos = this one is Simple, you just have to declare, where do you want this effect to take place at, so declare the ordinates
  164.  
  165. float xrot, yrot, zrot = Again simple? just mention the value in case if you want the effect to rotate.
  166.  
  167. float scale = is declare the scale of the effect, this may vary as per the effects for e.g 1.0f
  168.  
  169. bool xaxis, yaxis, zaxis = To bool the axis values.
  170.  
  171. example:
  172. Function.Call<int>(Hash.START_PARTICLE_FX_NON_LOOPED_AT_COORD, "scr_fbi4_trucks_crash", GTA.Game.Player.Character.Position.X, GTA.Game.Player.Character.Position.Y, GTA.Game.Player.Character.Position.Z + 4f, 0, 0, 0, 5.5f, 0, 0, 0);
  173. START_PARTICLE_FX_NON_LOOPED_ON_ENTITY #
  174.  
  175. // 0x0D53A3B8DA0809D2 0x9604DAD4
  176. // StartParticleFxNonLoopedOnEntity
  177. BOOL START_PARTICLE_FX_NON_LOOPED_ON_ENTITY(char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
  178.  
  179. Starts a particle effect on an entity for example your player.
  180. List: pastebin.com/N9unUFWY
  181.  
  182. Example:
  183. C#:
  184. Function.Call(Hash.REQUEST_NAMED_PTFX_ASSET, "scr_rcbarry2"); Function.Call(Hash._SET_PTFX_ASSET_NEXT_CALL, "scr_rcbarry2"); Function.Call(Hash.START_PARTICLE_FX_NON_LOOPED_ON_ENTITY, "scr_clown_appears", Game.Player.Character, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 1.0, false, false, false);
  185.  
  186. Internally this calls the same function as GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE
  187. however it uses -1 for the specified bone index, so it should be possible to start a non looped fx on an entity bone using that native
  188. START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE #
  189.  
  190. // 0x0E7E72961BA18619 0x53DAEF4E
  191. // StartParticleFxNonLoopedOnPedBone
  192. BOOL START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE(char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
  193.  
  194. GRAPHICS::START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE("scr_sh_bong_smoke", PLAYER::PLAYER_PED_ID(), -0.025f, 0.13f, 0f, 0f, 0f, 0f, 31086, 0x3F800000, 0, 0, 0);
  195.  
  196. Axis - Invert Axis Flags
  197.  
  198. list: pastebin.com/N9unUFWY
  199. STOP_PARTICLE_FX_LOOPED #
  200.  
  201. // 0x8F75998877616996 0xD245455B
  202. // StopParticleFxLooped
  203. void STOP_PARTICLE_FX_LOOPED(int ptfxHandle, BOOL p1);
  204.  
  205. p1 is always 0 in the native scripts
  206. _RESET_PARTICLE_FX_ASSET_OLD_TO_NEW #
  207.  
  208. // 0x89C8553DD3274AAE
  209. // ResetParticleFxAssetOldToNew
  210. void _RESET_PARTICLE_FX_ASSET_OLD_TO_NEW(char* name);
  211.  
  212. console hash: 0x9E8D8B72
  213. Resets the effect of _SET_PARTICLE_FX_ASSET_OLD_TO_NEW
  214. _SET_PARTICLE_FX_ASSET_OLD_TO_NEW #
  215.  
  216. // 0xEA1E2D93F6F75ED9
  217. // SetParticleFxAssetOldToNew
  218. void _SET_PARTICLE_FX_ASSET_OLD_TO_NEW(char* oldAsset, char* newAsset);
  219.  
  220. console hash: 0xC92719A7
  221.  
  222. Old name: _SET_PTFX_ASSET_OLD_2_NEW
  223. _SET_PARTICLE_FX_LOOPED_RANGE #
  224.  
  225. // 0xDCB194B85EF7B541 0x233DE879
  226. // SetParticleFxLoopedRange
  227. void _SET_PARTICLE_FX_LOOPED_RANGE(int ptfxHandle, float range);
  228.  
  229. _START_PARTICLE_FX_LOOPED_ON_ENTITY_2 #
  230.  
  231. // 0x6F60E89A7B64EE1D 0x110752B2
  232. // StartParticleFxLoopedOnEntity_2
  233. int _START_PARTICLE_FX_LOOPED_ON_ENTITY_2(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
  234.  
  235. network fx
  236. _START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE #
  237.  
  238. // 0xC6EB449E33977F0B
  239. // StartParticleFxLoopedOnEntityBone
  240. int _START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
  241.  
  242. Console Hash: 0x23BF0F9B
  243. _START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE_2 #
  244.  
  245. // 0xDDE23F30CC5A0F03
  246. // StartParticleFxLoopedOnEntityBone_2
  247. int _START_PARTICLE_FX_LOOPED_ON_ENTITY_BONE_2(char* effectName, Entity entity, float xOffset, float yOffset, float zOffset, float xRot, float yRot, float zRot, int boneIndex, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
  248.  
  249. Console Hash: 0xF478EFCF
  250.  
  251. network fx
  252. _START_PARTICLE_FX_NON_LOOPED_AT_COORD_2 #
  253.  
  254. // 0xF56B8137DF10135D 0x633F8C48
  255. // StartParticleFxNonLoopedAtCoord_2
  256. BOOL _START_PARTICLE_FX_NON_LOOPED_AT_COORD_2(char* effectName, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, float scale, BOOL xAxis, BOOL yAxis, BOOL zAxis);
  257.  
  258. network fx
  259. _START_PARTICLE_FX_NON_LOOPED_ON_ENTITY_2 #
  260.  
  261. // 0xC95EB1DB6E92113D
  262. // StartParticleFxNonLoopedOnEntity_2
  263. BOOL _START_PARTICLE_FX_NON_LOOPED_ON_ENTITY_2(char* effectName, Entity entity, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
  264.  
  265. Console hash: 0x469A2B4A
  266.  
  267. network fx
  268. _START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2 #
  269.  
  270. // 0xA41B6A43642AC2CF 0x161780C1
  271. // StartParticleFxNonLoopedOnPedBone_2
  272. BOOL _START_PARTICLE_FX_NON_LOOPED_ON_PED_BONE_2(char* effectName, Ped ped, float offsetX, float offsetY, float offsetZ, float rotX, float rotY, float rotZ, int boneIndex, float scale, BOOL axisX, BOOL axisY, BOOL axisZ);
  273.  
  274. network fx
  275. _USE_PARTICLE_FX_ASSET_NEXT_CALL #
  276.  
  277. // 0x6C38AF3693A69A91 0x9C720B61
  278. // UseParticleFxAssetNextCall
  279. void _USE_PARTICLE_FX_ASSET_NEXT_CALL(char* name);
  280.  
  281. From the b678d decompiled scripts:
  282.  
  283. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("FM_Mission_Controler");
  284. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_apartment_mp");
  285. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_indep_fireworks");
  286. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_cig_plane");
  287. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_mp_creator");
  288. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_ornate_heist");
  289. GRAPHICS::_SET_PTFX_ASSET_NEXT_CALL("scr_prison_break_heist_station");
  290.  
  291. Old name: _SET_PTFX_ASSET_NEXT_CALL
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