blake_n wrote:
Sorry about miswriting your name K4sh, I corrected it in a quick edit by the way. The biggest issue with the UI element I'm referring to is that its position is incorrect, even when all other UI elements (like markers) have proper positions. So if the buddy icon is not dead-center on your screen (it indicates where your partner in the game is), it doesn't actually land smack-dab on your partner. Basically it exhibits all the problems of an unfixed marker position, despite the marker position fix being enabled (and working properly on other UI elements).
So there must be another portion of the game code where a 16-by-9 aspect ratio is unchanged. Its size may also be incorrect (I haven't confirmed this), but that isn't as important as its position. That's why it's strange to me, that the lines that should control positioning of all UI elements somehow miss this single element.
Looking at the latest SP last week i found out another location with similar opcodes accessing 16 and 9 values.
I also found out that these opcodes are very likely to be involved in calculating markers position as a breakpoint set for one of these opcodes would halt the game straight after tabing back to it.
You may look for F3 0F 59 * * * * * F3 0F 59 * * * * * in MGO process.
F3 0F 59 is for mulss xmm(x) , relative address
That way, you may find very similars opcodes
mulss xmm0,[mgsvtpp.exe+relative address]
mulss xmm1,[mgsvtpp.exe+relative address]
if you see 16 / 9 in comment, you can try to adapt the script already existing with appropriate adresses.
Good luck...