General:
SVAR 4 - 0x0000450C - Int32: GMP
Resources (SVAR 4)
Each value is multiplicated with the factor 2.
amount = saveValue / 2
saveValue = amount * 2
amount is limited to 3.000 for medicinal plants.
amount is limited to 200.000 for all other resources.
Processed Materials:
0xF1D0: Fuel Resources
0xF1D4: Biological Material
0xF1D8: Common Metal
0xF1DC: Minor Metal
0xF1E0: Precious Metal
Medicinal Plant:
0xF1E4: Wormwood
0xF1E8: Black Carrot
0xF1EC: Golden Crescent
0xF1F0: Tarragon
0xF1F4: African Peach
0xF1F8: Digitalis (Purpurea)
0xF1FC: Digitalis (Lutea)
0xF200: Haoma
Vehicles:
0xF204: ZaAZ-S84/4W
0xF208: APE T-41LV
0xF20C: Zi-GRA 6T
0xF210: BOAR-53CT
0xF214: ZHUK BR-3
0xF218: STOUT IFV-SC
0xF21C: ZHUK RS-ZO
0xF220: STOUT IFV-FS
0xF224: TT77 NOSOROG
0xF228: M84A MAGLOADER
Walker Gears:
0xF22C: WG.PP
0xF230: CCCP-WG TYPE-C
0xF234: CCCP-WG TYPE-A
0xF238: CFA-WG TYPE-C
0xF23C: CFA-WG TYPE-A
Weapons:
0xF258: VOL-GA K12
0xF25C: HMG-3 WINGATE
0xF260: M2A-304 MORTAR
0xF264: ZHIZDRA-45
0xF268: M276 AA G-GUN
There are additional Int32's for each resource starting at 0xF2BC.
Those are save, if the resource is unlocked and/or new.
Therefor the first 2 bits of the Int32 are used for the following:
0x1 = New (Point will show up in menu)
0x2 = Unlocked
0x3 = New & Unlocked
Materials (fuel etc.) are an exception, because the unprocessed amount is saved after the bits.
Example:
We want 200.000 unprocessed fuel.
1. Multiplicate with 2 => 400.000
2. Multiplicate with 4 (This shift the value 2 bits left) => 1.600.000
3. Add 2 (This sets the unlocked bit) => 1.600.002