
I dug a little into the game code and this is what I found:
Event names:
RStick, MouseClickLeft_00, MouseClickLeft_01
UI menu structure:
NBATodayVIP�������fn)Asset_BlurObj_Menu_138_Menu_Deactivate_00@N�������?=�CdD�=?
�onVCUIELEMENT���p�p �����n@Ye:/out/vcsports/FULL/DEFAULT/obj/WIN64/NBA/databuild/art/gooey/objects\NBATodayVIP.scriptfn7asset_pc_hitText_PC_HIT_1_119_0_3_124_MouseClickLeft_01�������?=?
�����p�p �����rfn8asset_pc_hitText_PC_HIT_1_119_1_3_124_MouseClickRight_02�������?=?
�����p�p �����rr�rr���anGetCurrentElementor����������anFrontendBlur_MenuObj_Deactivate��������nanFocusTeamHud_Mouse_Left��������anFocusTeamHud_Mouse_Right
4D 79 50 6C 61 79 65 72 48 55 44 → "MyPlayerHUD"
00 00 00 00 00 00 → padding / separator
02 → possibly type or ID
66 6E 33 61 73 73 65 74 5F 70 63 → "fn3asset_pc_hitText_PC_HIT_1_119_0_3_MouseClickLeft_00"
5F 68 69 74 54 65 78 74 5F 50 43
5F 48 49 54 5F 31 5F 31 31 39 5F
30 5F 33 5F 4D 6F 75 73 65 43 6C
69 63 6B 4C 65 66 74 5F 30 30
@N → part of the pointer or garbage
00 00 00 00 → padding
01 00 00 00 → FLAG: Enabled? Active?
04 3F 3D 00 3F → perhaps coordinates or parameters
...
66 6E 34 61 73 73 65 74 5F 70 63 → "fn4asset_pc_hitText_PC_HIT_1_119_1_3_MouseClickRight_01"
5F 68 69 74 54 65 78 74 5F 50 43
5F 48 49 54 5F 31 5F 31 31 39 5F
31 5F 33 5F 4D 6F 75 73 65 43 6C
69 63 6B 52 69 67 68 74 5F 30 31
...
61 6E 17 46 6F 63 75 73 54 65 61 → "an FocusTeamHud_Mouse_Left"
6D 48 75 64 5F 4D 6F 75 73 65 5F
4C 65 66 74
61 6E 18 46 6F 63 75 73 54 65 61 → "an FocusTeamHud_Mouse_Right"
6D 48 75 64 5F 4D 6F 75 73 65 5F
52 69 67 68 74
Most likely, the structure looks like this:
- Code: Select all
struct InputBinding {
char* element_name; // "MyPlayerHUD"
int type_id;
char* hit_function; // "fn3asset_pc_hitText_..._MouseClickLeft_00"
int enabled; // 0x01 = true, 0x00 = false
float x, y, width, height; // click area parameters
// ... other fields
};
I'm still looking for a solution. So if anyone has any thoughts on this, please write here. I think it would be great to solve this problem, because it's very inconvenient to adjust the throw type when the player is in a static position. It would be much more convenient to be able to rotate it. I think the syntax of the menu structures should be universal, so it will be possible to solve the problem with character rotation in other games of the series. Thanks!