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  1. #16
    asdcxy's Avatar Corporal
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    i think the real interact range is calculated between the model sizes of the object and the player (or hitbox) so it's this something like: [this+12] + object radius + player radius

    i found another even more useful function:
    int __stdcall sub_430A70(int a1)
    {
    return a1;
    }
    Last edited by asdcxy; 10-16-2012 at 01:02 PM.

    vftable(?) at [this + 436]
  2. #17
    _Mike's Avatar Contributor
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    Originally Posted by asdcxy View Post
    i think the real interact range is calculated between the model sizes of the object and the player (or hitbox) so it's this something like: [this+12] + object radius + player radius

    i found another even more useful function:
    int __stdcall sub_430A70(int a1)
    {
    return a1;
    }
    The real interact range IS this+12 for that gameobject type.
    And you're missing the whole point of virtual functions.. The same function for transports:
    Code:
    int __thiscall CGGameObject_C_Type_Transport::GetSequenceTimeFromRealTime(int this, int a2)
    {
      return CGGameObject_C_Type_Transport::GetSequenceTimeFromRealTime(
               *(_BYTE *)(*(_DWORD *)(*(_DWORD *)(this + 4) + 216) + 44),
               a2);
    }

  3. #18
    asdcxy's Avatar Corporal
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    Originally Posted by _Mike View Post
    The real interact range IS this+12 for that gameobject type.
    no, i tried it with the mailbox in og outside of the bank
    real interact range is about 5.9 but [this+12]=5.0

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