#include "patch.h" #include "..\Global\global.h"1 #include // Remapped variables. Some variables must be moved from EXE space to DLL space for having free space for bigger arrays __int32 NumItems; __int32 dword_874254; __int32 unk_87435C; ITEM_INFO* Targets[NUM_SLOTS]; STATIC_INFO StaticObjects[NUM_STATICS]; void PatchGameCode() { printf("Patching game code\n"); HANDLE gameHandle = GetCurrentProcess(); // Remap some variables for more slots __int32 *newAddress = &NumItems; WriteProcessMemory(gameHandle, (LPVOID)0x4A63A5, &newAddress, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4A63CA, &newAddress, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4A63E3, &newAddress, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4A64C3, &newAddress, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4A64DC, &newAddress, 4, NULL); newAddress = &nAnimUVRanges; WriteProcessMemory(gameHandle, (LPVOID)0x4A51C2, &newAddress, 4, NULL); newAddress = &dword_874254; WriteProcessMemory(gameHandle, (LPVOID)0x4A6783, &newAddress, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4C55A4, &newAddress, 4, NULL); newAddress = &unk_87435C; WriteProcessMemory(gameHandle, (LPVOID)0x4A6AE3, &newAddress, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4B844E, &newAddress, 4, NULL); // Bigger game buffer __int32 newValue = GAME_BUFFER_SIZE; WriteProcessMemory(gameHandle, (LPVOID)0x4A7CB1, &newValue, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4A7CC8, &newValue, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4A7CD7, &newValue, 4, NULL); // More enemies active at the same time newValue = NUM_SLOTS; WriteProcessMemory(gameHandle, (LPVOID)0x452F49, &newValue, 4, NULL); ITEM_INFO** newAddressTargets = &Targets[0]; WriteProcessMemory(gameHandle, (LPVOID)0x4530A0, &newAddressTargets, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4530F6, &newAddressTargets, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4530FB, &newAddressTargets, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x453115, &newAddressTargets, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x453173, &newAddressTargets, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x4531B1, &newAddressTargets, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x45320F, &newAddressTargets, 4, NULL); WriteProcessMemory(gameHandle, (LPVOID)0x453245, &newAddressTargets, 4, NULL); // Draw distance float newDrawingDistance = DRAW_DISTANCE; WriteProcessMemory(gameHandle, (LPVOID)0x511A5C, &newDrawingDistance, 4, NULL); // Remove vertex limit in meshes __int16 newValue16 = 0; //WriteProcessMemory(gameHandle, (LPVOID)0x49A4E1, &newValue16, 2, NULL); // More statics newValue = (__int32)&StaticObjects[0]; WriteProcessMemory(gameHandle, (LPVOID)0x41D736, &newValue, 4, NULL); // ShatterObject WriteProcessMemory(gameHandle, (LPVOID)0x4A5BDA, &newValue, 4, NULL); // LoadSprites WriteProcessMemory(gameHandle, (LPVOID)0x41453F, &newValue, 4, NULL); // TestObjectOnLedge newValue = (__int32)&StaticObjects[0]; WriteProcessMemory(gameHandle, (LPVOID)0x42D185, &newValue, 4, NULL); // sub_42D060 newValue = (__int32)&StaticObjects[0] + 2; WriteProcessMemory(gameHandle, (LPVOID)0x42D12E, &newValue, 4, NULL); // sub_42D060 newValue = (__int32)&StaticObjects[0] + 4; WriteProcessMemory(gameHandle, (LPVOID)0x42D117, &newValue, 4, NULL); // sub_42D060 newValue = (__int32)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x4687D0, &newValue, 4, NULL); // sub_468770 newValue = (__int32)&StaticObjects[0] + 18; WriteProcessMemory(gameHandle, (LPVOID)0x4687D8, &newValue, 4, NULL); // sub_468770 newValue = (__int32)&StaticObjects[0]; WriteProcessMemory(gameHandle, (LPVOID)0x43453F, &newValue, 4, NULL); // sub_434390 newValue = (__int32)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x4123AB, &newValue, 4, NULL); // LaraBaddieCollision newValue = (__int32)&StaticObjects[0] + 20; WriteProcessMemory(gameHandle, (LPVOID)0x413DF0, &newValue, 4, NULL); // sub_413CF0 newValue = (__int32)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x413DF7, &newValue, 4, NULL); // sub_413CF0 newValue = (__int32)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x480128, &newValue, 4, NULL); // sub_47FFE0 newValue = (__int32)&StaticObjects[0] + 16; WriteProcessMemory(gameHandle, (LPVOID)0x4192B0, &newValue, 4, NULL); // ObjectOnLOS2 //newValue = 0xFF; //WriteProcessMemory(gameHandle, (LPVOID)0x004A7385, &newValue, 4, NULL); // ObjectOnLOS2 }