GTA: V Non-steam (rockstar)

Hi,

Will you be expanding to support non-steam version of GTA: V? I have some info/suggestions. This is what I do.

world pointer sig: 48 8B 05 ? ? ? ? 45 0F C6 C9

current social club world : 0x2231AD8

I’ll update this post as I give more suggestions (and I have a lot), but it’s 6am and I don’t feel like posting them yet… I’ll be sure to post the info required for all suggestions, so my suggestions are not unreasonable requests.

My current recommendation is to add in a fun little thing that makes it so anyone who attacks you just dies. Conveniently right below your local players max hp, there’s a pointer to the last three entities to attack you. What do you do? Just set their health to 0. Same position as your local players HP.

Edit: Forgot to mention, they’re localplayer → 0x288 → 0x0, 0x10, 0x20

accidentally closed my game before taking the screenshot…

result:

3 Likes

The next update to the tool will be a big one, and non-Steam versions will be supported. Thanks for the info :smile:

I see you’ve been doing your research

1 Like

I did my research long ago and decided last night i’d update it a little bit :slight_smile:

The only reason I dislike working on the game is it’s not at all alt-tab friendly…

Here’s another thing…

I can’t remember exactly, but I know something in the weaponmanager is different in the steam version VS. SC version.

If you do world -> local player (0x8) -> weaponmanager (0x1088) -> currentweapon (0x20) -> 0xC0/0xC4 (can’t remember why I am writing to both), just write a large float to that (i.e I do 20000000.0f;). One of those are the bullet mass, you get this:

3 Likes

That’s awesome.

thats some mighty fine work right there

@unknown_v2

1 Like

As a penance for my prior folly, here’s a bit more information on weapons I’ve accumulated since the release of GTA: V for PC. This is all for social club (and most applies to steam version). If you make the bullets per batch higher, that’s how many bullets are fired every time you shoot. A minigun with 800 per shot is… well… devastating.

Here’s a part of my reclass dump i’ve been working on:

[code]class World
{
public:
char _0x0000[8];
N0168863A* LocalPlayer; //0x0008
char _0x0010[48];

};//Size=0x0040

class LocalPlayer
{
public:
char _0x0000[64];

};//Size=0x0040

class N0168863A
{
public:
char _0x0000[640];
float fCurrentHP; //0x0280
float fMaxHP; //0x0284
N016A8C8C* RecentAttackers; //0x0288
char _0x0290[3568];
N0196237F* WeaponManager; //0x1088
char _0x1090[32];

class N016A8C8C
{
public:
N016ACCB1* Attacker1; //0x0000
char _0x0008[8];
N016AE559* Attacker2; //0x0010
char _0x0018[8];
N016AF358* Attacker3; //0x0020
char _0x0028[24];

};//Size=0x0040

class N016BE872
{
public:
char _0x0000[32];
N016CAE5C* pCurrentWeapon; //0x0020
char _0x0028[24];

};//Size=0x0040

class WeaponManager
{
public:
char _0x0000[64];

};//Size=0x0040

class CurrentWeapon
{
public:
char _0x0000[64];

};//Size=0x0040

class N016CAE5C
{
public:
char _0x0000[32];
BYTE bDamageType; //0x0020
char _0x0021[27];
__int32 iAmmoType; //0x003C
__int32 iWeaponWheelSlot; //0x0040
char _0x0044[4];
N017CCAD7* pAmmoInfo; //0x0048
N017F7CD8* pAimingInfo; //0x0050
__int32 iRoundPerMagazine; //0x0058
float fSpread; //0x005C
float fAccurateModeAccuracyModifier; //0x0060
float fRunAndGunAccuracyModifier; //0x0064
float fRunandGunAccuracyMaxModifier; //0x0068
float fRecoilAccuracyMax; //0x006C
float fRecoilErrorTime; //0x0070
float fRecoilRecoveryRate; //0x0074
float fRecoilAccuracyToAllowHeadshotAI; //0x0078
float fMinHeadShotDistanceAI; //0x007C
float fMaxHeadShotDistanceAI; //0x0080
float fHeadShotDamageModifierAI; //0x0084
float fRecoilAccuracyToAllowHeadShotPlayer; //0x0088
float fMinHeadShotDIstancePlayer; //0x008C
float fMaxHeadShotDistancePlayer; //0x0090
float fHeadShotDamageModifierPlayer; //0x0094
float fBulletDamage; //0x0098
float fDamageTime; //0x009C
float fDamageTimeInVehicle; //0x00A0
float fDamageTimeInVehicleHeadShot; //0x00A4
float fHitLimbsDamageModifier; //0x00A8
float fNetworkHitLimbsDamageModifier; //0x00AC
float fLightArmoredDamageModfier; //0x00B0
float fForce; //0x00B4
float fForce2; //0x00B8
float fForceHitPed; //0x00BC
float fForceHitVehicle; //0x00C0
float fForceHitFlyingHeli; //0x00C4
N018A19E8* pBoneForces; //0x00C8
__int16 i16BoneForceFrontCount; //0x00D0
__int16 i16BoneForceBackCount; //0x00D2
char _0x00D4[4];
float fForceMaxStrengthMultiplier; //0x00D8
float fForceFallOffRangeStart; //0x00DC
float fForceFallOffRangeEnd; //0x00E0
float fForceOffMin; //0x00E4
float fProjectileForce; //0x00E8
float fFragImpulse; //0x00EC
float fPenetration; //0x00F0
float fVerticalLaunchAdjustment; //0x00F4
float fDropForwardVelocity; //0x00F8
float fMuzzleVelocity; //0x00FC
__int32 iBulletsInBatch; //0x0100
float fMultyBulletSHootSpread; //0x0104
float fReloadTimeMP; //0x0108
float fReloadTimeSP; //0x010C
float fVehicleReloadTime; //0x0110
float fReloadTimeMulitplier; //0x0114
__int32 iBulletsPerAnimLoop; //0x0118
float fTimeBetweenShots; //0x011C
float fTimeLeftBetweenShotsWhereShouldFireIsCached; //0x0120
char _0x0124[792];

};//Size=0x043C

class PlayerInfo
{
public:
char _0x0000[64];

};//Size=0x0040

class ammoC1
{
public:
char _0x0000[64];

};//Size=0x0040

class pAmmoInfo
{
public:
char _0x0000[64];

};//Size=0x0040

class N017229B3
{
public:
char _0x0000[8];
N0175C270* AmmoC1; //0x0008
char _0x0010[24];
__int32 maxAmmo; //0x0028
char _0x002C[1172];

};//Size=0x04C0

class N017488DF
{
public:
char _0x0000[192];

};//Size=0x00C0

class N0175C270
{
public:
N01765F10*; //0x0000
char _0x0008[56];

};//Size=0x0040

class ammoC2
{
public:
char _0x0000[64];

};//Size=0x0040

class N01765F10
{
public:
char _0x0000[24];
__int32 currentAmmo; //0x0018
char _0x001C[36];

};//Size=0x0040

class N017CCAD7
{
public:
char _0x0000[8];
N017CF700* AmmoC1; //0x0008
char _0x0010[48];

};//Size=0x0040

class N017CF700
{
public:
N017D4B70* ammoC2; //0x0000
char _0x0008[56];

};//Size=0x0040

class N017D4B70
{
public:
char _0x0000[24];
__int32 currentAmmo; //0x0018
char _0x001C[36];
};[/code]

Wow, nice work there. It’ll be nice to have non-Steam support soon because that’s the version I’ve got.