Your code works fantasticly, but how do I then access the ped, bcz it seems the struct on the native GTA doesnt with work SAMP.
Is there a CPed struct for a samp ped?
void* pedAddr = SampPedHook::getSampPedById(1);
char buf[256];
sprintf(buf...
CPlayerPed* getSampPedFromId(short ID) {
if (!sampBase) {
Error("No samp base.");
return reinterpret_cast<CPlayerPed*>(-1);
}
// Using UINT32_T means we read 4 bytes, as thats a 32bit app max size per register.
uintptr_t SAMP_INFO_POINTER_OFFSET = sampBase +...
Hey, Parazitas, I've pretty sure i've done this wrong, can you tell?
CPlayerPed getSampPedFromId(short id) {
if (!sampBase) {
return;
}
// Using UINT32_T means we read 4 bytes, as thats a 32bit app max size per register.
uintptr_t addr1 = sampBase +...
You are able to manipulate gta's memory that samp uses, like your own ped, vehicles, i'm guessing it will just send an RPC to the server
Thank you very much though, please keep this thread open as I might have more questions :D
Hey, I'm trying to create an int function that will return a ped from a player ID supplied.
I do have the struct of the pool, however I don't have the memory address, or the knowledge to how to get it. I did try to go to this offset the user Parazitas sent in one of the threads.
samp.dll +...
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