![]() ![]() ![]() First replace the instruction with code that does nothing (NOP it). Once you found one instruction that accesses more than just your player's X, those are X-es of other entities. If you only see 1 address, then only your player's X is processed if that's the case, pick another instruction from the debug list and repeat. A window should pop-up and hopefully a list of addresses will show-up. That being said, find your player's XYZ (use any of the methods you know of or watch some tutorial), debug any of them (say X) on access and pick one instruction follow it in disassembly view, right-click, "find out what addresses this instruction accesses". ![]() As far as I know, the game engines of today use a main processing function for all entity/pawn coordinates. ![]()
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