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Lua doc (#1552)
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# Table: memory
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Table containing helper functions related to process memory.
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## Functions (5)
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### `scan_pattern(pattern)`
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Scans the specified memory pattern within the "GTA5.exe" module and returns a pointer to the found address.
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- **Parameters:**
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- `pattern` (string): byte pattern (IDA format)
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- **Returns:**
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- `pointer`: A pointer to the found address.
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**Exemple Usage:**
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```lua
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pointer = memory.scan_pattern(pattern)
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```
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### `handle_to_ptr(entity)`
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- **Parameters:**
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- `entity` (number): script game entity handle
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- **Returns:**
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- `pointer`: A rage::CDynamicEntity pointer to the script game entity handle
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**Exemple Usage:**
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```lua
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pointer = memory.handle_to_ptr(entity)
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```
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### `ptr_to_handle(mem_addr)`
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- **Parameters:**
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- `mem_addr` (pointer): A rage::CDynamicEntity pointer.
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- **Returns:**
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- `number`: The script game entity handle linked to the given rage::CDynamicEntity pointer.
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**Exemple Usage:**
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```lua
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number = memory.ptr_to_handle(mem_addr)
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```
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### `allocate(size)`
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- **Parameters:**
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- `size` (integer): The number of bytes to allocate on the heap.
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- **Returns:**
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- `pointer`: A pointer to the newly allocated memory.
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**Exemple Usage:**
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```lua
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pointer = memory.allocate(size)
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```
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### `free(ptr)`
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- **Parameters:**
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- `ptr` (pointer): The pointer that must be freed.
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**Exemple Usage:**
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```lua
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memory.free(ptr)
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```
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