CLEO Help Help about Address Memories

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Husnain

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Little problem. How to use these types of codes in CLEO?

Code:
CPed +0x42 = [byte] Is the BP/EP/FP/DP (special flags) status of the player as follows:
Bit 1 = makes ped soft (ie. can move through walls and everything) (noclip in other words)
Bit 2 = freezes ped (ie. ped cannot walk)
Bit 3 = bullet-proof
Bit 4 = flame-proof
Bit 5 = collision-proof
Bit 6 = MP-proof (MP)
Bit 7 = ?
Bit 8 = explosion-proof

Its just an example. You can take any Cped one and clarify me these type of codes usage +0x42.
 
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To get CPed base value use, 0A96: 0@ = actor $PLAYER_ACTOR struct, where $PLAYER_ACTOR is the handle for you actor(ped).
By adding the offset 0x42 to 0@( 0@ += 0x42 ), 0@ now contains the memory address of the ped flags, you can use writeMem opcode, or cleo bit set/clear opcodes to do stuff with the flags.
 

Husnain

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Code:
{$CLEO .cs}

03A4: name_thread 'CPed_Test'

:Player_Defined
wait 0
Player.Defined($PLAYER_ACTOR)

:CPed_Test_Begins
wait 0
if
0ADC:   test_cheat "DONE"
jf @CPed_Test_Begins  
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 0x42
08B7:   test 0@ bit 5

I try to make the player actor withotu collision but its not working. If there is a problem with code then please help me to fix it and tell me that why i did wrong?
 

shanker

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u know u can search 4opcodes that already exists in u r sb? There is an opcode that makes your ped inv at collisions damage , u cant fall from the bike etc.. i do not remember that opcode u can find this by u r self hf
 
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