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peterthepigeon

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  1. Nyerguds' weapons.ini had the indices which made testing easier. So let's get to work. Where is the weapon's data stored? You can find it in the .data section of c&c, specifically in C&C95, at address 0x5034D8. 0044114A |. 8A84C1 D834500>MOV AL,BYTE PTR DS:[ECX+EAX*8+5034D8]To walk the entries, it's important to remember there are a total of 24(?) weapons. #define MAX_WEAPONS 24typedef struct{ BYTE m_bProjectile; BYTE m_bDamage; BYTE m_bRateOfFire; BYTE m_bUnknown; BYTE m_bRange; BYTE m_bUnknown2; BYTE m_bUnknown3; BYTE m_bReportSound; BYTE m_bUnknown4;}Weapon_t;Weapon_t* pWeaponBase = ( Weapon_t* )0x5034D8;for ( iCounter = 0; iCounter < MAX_WEAPONS; iCounter++ ){ SetupWeapon ( &pWeaponBase [ iCounter ], iCounter );}Keep in mind that Rate of Fire has 3 added to it by the game. To truly have it set to 0 you either: C&C95 location: 004B1766 004B1766 |. 83C0 03 ADD EAX,31) Byte patch 1a) Byte patch immediate to 0 2) Set Rate of Fire to FD to cause overflow. This works because game only uses bytes for weapon data as documented above.
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