:GetRadarBlipInfo
{
0AB1: @GetRadarBlipInfo 1 BlipID 0@ _Return: ColorID 1@ RGB 2@ 3@ 4@ XYZ 5@ 6@ 7@ IconID 8@
}
0A90: 1@ = 0@ * 0x28 // int
000A: 1@ += 0xBA86F0
0A8E: 31@ = 1@ + 0 // DWORD dwColourID
0A8D: 2@ = read_memory 31@ size 4 virtual_protect 0
// Get blip color RGB from color id
0A90: 30@ = 2@ * 4 // int
000A: 30@ += 0xBAB22C
0A8D: 3@ = read_memory 30@ size 1 virtual_protect 0 // R
000A: 30@ += 1
0A8D: 4@ = read_memory 30@ size 1 virtual_protect 0 // G
000A: 30@ += 1
0A8D: 5@ = read_memory 30@ size 1 virtual_protect 0 // B
// End of RGB
0A8E: 31@ = 1@ + 8 // PosX (float)
0A8D: 6@ = read_memory 31@ size 4 virtual_protect 0
0A8E: 31@ = 1@ + 12 // PosY (float)
0A8D: 7@ = read_memory 31@ size 4 virtual_protect 0
0A8E: 31@ = 1@ + 16 // PosZ (float)
0A8D: 8@ = read_memory 31@ size 4 virtual_protect 0
0A8E: 31@ = 1@ + 36 // BYTE byteIconID
0A8D: 9@ = read_memory 31@ size 1 virtual_protect 0
0AB2: ret 8 2@ 3@ 4@ 5@ 6@ 7@ 8@ 9@