Finding Animation Pointer/call

Bugman

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Hi

i looked for some ideas to get the animation (i called it stunshot) pointer.

how can i get these pointer of an explicite animation?
i need to skip this

i have no idea how to get it :;D
i searched on CE for B6F5F0 + 47C - pointer to anim struct but its bullshit lel

where can i start to search?

thanks.
 

AR3S

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(actor base + 0x47C)
+0x0 ptr to actor base
+0x8 ptr to falling/enter car/etc. animations
+0xC ptr to swim/wasted/etc. animations
+0x10 ptr to jump/jetpack animations
+0x14 ptr to various onfoot/in car animations
+0x18 ptr to fighting animations
+0x1C ptr to crouching animations
+0x2C ptr to aim animations
 

Bugman

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thanks you for this

do you know where is the 
"get shooted" anim, on fighting anims?
 

0x32789

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LongForgotten <-> 0x32789
are u making a anti shot animation?
in which if u get shoot on head or somthing ur player does a animation you want to stop it? right?
i you want animation ids then go to ugbase server sa-mp and then use the anim commands (I think) /animhelp or something
 

Bugman

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yea this is is but i want to patch the call of it in memory with NOP or retn

the id is useless i need the function where is the stunanim called
 

monday

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if you don't find it then couln't you do something like:


if current_anim==got_shot
then
SetAnimation(last_anim)
SetAnimationProgress(last_anim_progress)
else
last_anim = current_anim
last_anim_progress = current_anim_progress
end
 
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monday said:
if you don't find it then couln't you do something like:


if current_anim==got_shot
then
SetAnimation(last_anim)
SetAnimationProgress(last_anim_progress)
else
last_anim = current_anim
last_anim_progress = current_anim_progress
end

I bet he wanna do it with C++, not with cleo (because this is the C++ section xd)

The address topic starter is looking for is : [[actor base + 0x47C]+0x4] that's the pointer to that "stun" animation, simply write 0 when value is > 0, or debug it, find and nop the instruction that writes to it
 
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