ReadMemoryProcess in GTA IV

0x32789

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Hi guys! I am trying to make a GTA IV Hack but I faced a problem while doing..
(I dont know alot about Memory so please dont judge me by that)
Code:
   while(true)
	{
		int value = 65534;
		if(ReadProcessMemory(GTAIV.ProcessHandle, (LPCVOID)(GTAIV.BaseAddress+0x1540A20), &value, sizeof(value), NULL))
		{
			value += 0x20; 
			int value3 = 65534;
			if(ReadProcessMemory(GTAIV.ProcessHandle, (LPCVOID)value, &value3, sizeof(value3), NULL))
			{
				value3 += 0x8;
				int value2 = 65534;
				if(ReadProcessMemory(GTAIV.ProcessHandle, (LPCVOID)value3, &value2, sizeof(value2), NULL))
				{
					sprintf_s(iStr, "Val: %d (0x%08X)", value2, value2);
					print(iStr);
					/*
					WriteProcessMemory(GTAIV.ProcessHandle, (void*)address[2], &value, sizeof(value), NULL);*/
					Sleep(18000);
				}
				else
				{
					print("FAILED TO READ X2");
				}	
			}
			else
			{
				print("FAILED TO READ X1");
			}
		}
		else
		{
			print("FAILED TO READ X0");
		}
    }
    CloseHandle(GTAIV.ProcessHandle);
So in this I am trying to read firetype of weapon id 20(idk if I am reading of 32 or 20, But please correct me) in a array located at GTAIV.exe+0x1540A20,
Here is some info regarding the array

CWeaponInfo
See List_of_Weapons_(GTA4) for the arrays referred to in the struct.
Array of CWeaponInfo's can be found at GTAIV.exe+0x1540A20 (1.0.7.0).
[font=monospace, Courier]CWeaponInfo g_weaponInfos[60];
[/font]

NOTE: work in progress
[font=monospace, Courier]class CWeaponInfo // size: 0x110 (1.0.7.0)
{
       // weapontype (index of array element)
       int weapontype;            // 0x0 | 0

       // slottype (index of array element)
       int slot;                  // 0x4 | 4

       // firetype (index of array element)    
       int firetype;              // 0x8 | 8

       // damagetype (index of array element)
       int damagetype;            // 0xC | 12

       // group (index of array element)
       int group;                 // 0x10 | 16

       float targetrange;         // 0x14 | 20
       float weaponrange;         // 0x18 | 24
       int stattype;              // 0x1C | 28

       // Weaponflags stored as bitflags. Refer to corresponding array. (if n-th bit is 1, array element n is true)
       DWORD weaponflags;         // 0x20 | 32
       DWORD modelhash;           // 0x24 | 36

       float aimaccuracy;         // 0x34 | 52
       float aimaccuracyfps;      // 0x38 | 52

       float offset_x;            // 0x40 | 64
       float offset_y;            // 0x44 | 68
       float offset_z;            // 0x48 | 72
       float crouchoffset_x;      // 0x50 | 80
       float crouchoffset_y;      // 0x54 | 84
       float crouchoffset_z;      // 0x58 | 88
       float reticule_standing;   // 0x64 | 100
       float reticule_ducked;     // 0x68 | 104
       float reticule_scale;      // 0x6C | 108
       int rumbleduration;        // 0x70 | 112
       float rumbleintensity;     // 0x74 | 116
       int pickup_regentime;      // 0x78 | 120
       short pickup_ammoonstreet; // 0x80 | 124
       
       // damage:
       short damage;              // 0x82 | 130
       short damagefps;           // 0x84 | 132
       
       short clipsize             // 0x86 | 132
       short ammomax;             // 0x88 | 136
       int timebetweenshots;      // 0x8C | 140
       float physicsforce;        // 0x90 | 144
       int reloadtime_normal;     // 0x94 | 150
       int reloadtime_fast;       // 0x98 | 154
       int reloadtime_crouch;     // 0x9C | 160
       int projectiletype;        // 0xA0
       int projectilefusetime;    // 0xA4

       float projectilephysicsexplodeimpactthreshold // 0xD0
       float projectilephysicsexplodeimpactwithvehiclethreshold // 0xD4
       float projectilephysicsvehiclevelocity // 0xD8

       // damage, continued:
       float networkplayermod;    // 0xF0 | 240
       float networkpedmod;       // 0xF4 | 244
       float aimingaccuracytime;  // 0xF8
       int   aimingpellets;       // 0xFC
};
[/font]

and this info regarding weapon ids and fire type

List of weapons
[hide]​
ID
Name0
UNARMED
1
BASEBALLBAT
2
POOLCUE
3
KNIFE
4
GRENADE
5
MOLOTOV
6
ROCKET
7
PISTOL
8
UNUSED0
9
DEAGLE
10
SHOTGUN
11
BARETTA
12
MICRO_UZI
13
MP5
14
AK47
15
M4
16
SNIPERRIFLE
17
M40A1
18
RLAUNCHER
19
FTHROWER
20
MINIGUN
21
EPISODIC_1
22
EPISODIC_2
23
EPISODIC_3
24
EPISODIC_4
25
EPISODIC_5
26
EPISODIC_6
27
EPISODIC_7
28
EPISODIC_8
29
EPISODIC_9
30
EPISODIC_10
31
EPISODIC_11
32
EPISODIC_12
33
EPISODIC_13
34
EPISODIC_14
35
EPISODIC_15
36
EPISODIC_16
37
EPISODIC_17
38
EPISODIC_18
39
EPISODIC_19
40
EPISODIC_20
41
EPISODIC_21
42
EPISODIC_22
43
EPISODIC_23
44
EPISODIC_24
45
CAMERA
46
OBJECT
47
WEAPONTYPE_LAST_WEAPONTYPE
48
ARMOUR
49
RAMMEDBYCAR
50
RUNOVERBYCAR
51
EXPLOSION
52
UZI_DRIVEBY
53
DROWNING
54
FALL
55
UNIDENTIFIED
56
ANYMELEE
57
ANYWEAPON

List of weapon fire types
[hide]​
ID
Name0
MELEE
1
INSTANT_HIT
2
DELAYED_HIT
3
PROJECTILE
4
AREA_EFFECT
5
CAMERA
6
USE
7
UNKNOWN
I want to read that memory and I dont know how should I do, I think I am doing something wrong thats why I fail to read it?
Correct me 
 

4changesLeft

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You faced the problem? More like.. the problem faced you!
haa
 

0x32789

Expert
Joined
May 26, 2014
Messages
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Location
LongForgotten <-> 0x32789
:D but dont shit post ok? I am waiting for a serious answer not trolololol nubz like u
it takes time, IVMP has no hacks at all even .asi mods arent possible cause of ivmp blocking them so read/write memory is my ONLY option.
then I can finally fuck aRGONATH and 31/32 players when my hack is done
 
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