unit Unit8; interface USES StdCtrls,Buttons,Windows; CONST version:String='0.91 beta 1'; CONST ais_controlled=30; //Number of Chars watched/controlled with this prog CONST number_main_groups=4; CONST number_settings=55; CONST number_items=26; //Char-Data-Items CONST number_char_groups=4; //Char-Windows-Groups CONST number_structs=3; //Char-Structs VAR _path:String; TYPE TSetting = Record updating:Boolean; group:Byte; address:LongWord; has_box:Boolean; Item_Checkbox:TCheckBox; Item_Label:TLabel; has_edit:Boolean; Item_Edit:TEdit; edit_type:Byte; edit_address:LongWord; END; TSettings=Record group:Byte; caption:String; hint:String; address:LongWord; has_box:Boolean; has_edit:Boolean; edit_hint:String; edit_type:Byte; Edit_Address:LongWord; END; TYPE byte_array=Array[0..250] OF Byte; TYPE TValueSwitcher=Record CASE IsFloat: Boolean OF True: (ValueFloat:Single); False: (ValueInt:LongWord); END; TYPE TStructItem=Record updating:Boolean; struct:Byte; offset:LongWord; data_type:Byte; range:Single; group:Byte; Name:String; overview_name:String; hint:String; Item_Edit:TEdit; Item_Freeze:TCheckbox; END; TYPE TStructures=Record Structs:Array[1..number_structs] OF LongWord; Items:Array[1..number_items] OF TStructItem; END; TGroup=Record Name:String; Count:Byte; Item:TGroupbox; OpenClose:TSpeedButton; END; TYPE Hotkey=Record MOD_Alt:Boolean; MOD_Ctrl:Boolean; Key:Byte; Target_Type:Byte; Target_CharID:Byte; Target_CharName:String[25]; Target_Item:Byte; Action:Byte; Value:Double; Value2:Double; END; CONST HK_Target_Types:Array[1..2] OF String=( 'Global setting','Character setting' ); CONST HK_Actions:Array[1..7] OF String=( 'Toggle','Set','Add','Multiply','Freeze','Set & Freeze','Switch value' ); CONST MainGroupsStuff:Array[1..number_main_groups] OF TGroup=( (name:'Debug Settings'), (name:'Environment'), (name:'Cheats'), (name:'Camera') ); CONST SettingsStuff:Array[1..number_settings] OF TSettings=( (group:1; caption:'Fast mode'; hint:'Makes the game much faster.'+Chr(13)+Chr(10)+'(Fast_Mode)'; address:$5ECE6E; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Everything breakable'; hint:'You can destroy anything with shots.'+Chr(13)+Chr(10)+'(p3_everything_breakable)'; address:$5E96B1; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Debug Characters'; hint:'Displays a little box with debug information about the selected char.'+Chr(13)+Chr(10)+'(Chr_Debug_Characters)'; address:$5ECB90; has_box:True; has_edit:True; edit_hint:'Sets which character should be debugged with ''Debug Characters''.'+Chr(13)+Chr(10)+'(char_to_debug)'; edit_type:1; edit_address:$5ECB8C), (group:1; caption:'Debug Overlay'; hint:'Displays a debug-message box. (Don''t know yet for what use :D)'+Chr(13)+Chr(10)+'(Chr_Debug_Overlay)'; address:$5ECB91; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Draw all Characters'; hint:'Draws all characters, even the ones who are not in Konokos view.'+Chr(13)+Chr(10)+'(Chr_Draw_All_Characters)'; address:$5ECBA2; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Character detail'; hint:'Sets the drawing detail for all characters.'+Chr(13)+Chr(10)+'(Chr_Lod)'; address:0; has_box:False; has_edit:True; edit_hint:''; edit_type:1; edit_address:$54E174), (group:1; caption:'Reduce screenshot size'; hint:'Reduces the screenshot size by 2^n'+Chr(13)+Chr(10)+'(Gs_Screen_Shot_Reduce)'; address:$0; has_box:False; has_edit:True; edit_hint:''; edit_type:1; edit_address:$5ECE98), (group:1; caption:'Open all doors'; hint:'Disables the locks of all doors.'+Chr(13)+Chr(10)+'(Door_Ignore_Locks)'; address:$5EC5F5; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Show HUD'; hint:'Enables/disables the display of the HUD.'+Chr(13)+Chr(10)+'(GS_Show_UI)'; address:$5533E0; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:1; caption:'Show names'; hint:'Shows the names of characters above their heads.'+Chr(13)+Chr(10)+'(AI2_ShowNames)'; address:$5EC0B4; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Show healths'; hint:'Shows the healths of characters above their heads.'+Chr(13)+Chr(10)+'(AI2_ShowHealth)'; address:$5EC0B5; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Show lines to AIs'; hint:'Shows lines to each AI character.'+Chr(13)+Chr(10)+'(AI2_ShowLineToChar)'; address:$5EC0B9; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Show paths'; hint:'Shows lines for the paths of AI characters.'+Chr(13)+Chr(10)+'(AI2_ShowPaths)'; address:$5EB8B0; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Show player''s BNV'; hint:'Displays the player''s BNV in a box.'+Chr(13)+Chr(10)+'(Chr_Show_BNV)'; address:$5ECB9E; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:1; caption:'Show player''s LOD'; hint:'Displays the player''s LOD in a box.'+Chr(13)+Chr(10)+'(Chr_Show_LOD)'; address:$5ECBA0; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:1; caption:'Show performance'; hint:'Displays the FPS in a box.'+Chr(13)+Chr(10)+'(Show_Performance)'; address:$5ECE74; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:1; caption:'Print AI spawn events'; hint:'Prints a message whenever an AI is spawn.'+Chr(13)+Chr(10)+'(AI2_PrintSpawn)'; address:$5EC0CD; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Debug Weapons'; hint:'Prints debugging information on any weapon activity.'+Chr(13)+Chr(10)+'(Debug_Weapons)'; address:$620130; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Pin Characters'; hint:'Pins all characters to their current position.'+Chr(13)+Chr(10)+'(Chr_Pin_Character)'; address:$5ECBA1; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'AIs ignore player'; hint:'AIs don''t attack player.'+Chr(13)+Chr(10)+'(AI2_IgnorePlayer)'; address:$5EC0C2; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Weapons don''t fade'; hint:'Does make weapons stay forever.'+Chr(13)+Chr(10)+'(Wp_Disable_Fade)'; address:$627DCC; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:1; caption:'Draw only every n-th frame'; hint:'Fastens game speed.'+Chr(13)+Chr(10)+'(Draw_Every_Frame / Draw_Every_Frame_Multiple)'; address:$5ECE6D; has_box:True; has_edit:True; edit_hint:''; edit_type:1; edit_address:$5533E4), (group:2; caption:'Show VertexShaders'; hint:'Toggles the use of VertexShaders.'+Chr(13)+Chr(10)+'(M3_Shade_Vertex)'; address:$556008; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:2; caption:'Show Textures'; hint:'Toggles the use of textures.'+Chr(13)+Chr(10)+'(M3_Fill_Solid)'; address:$556009; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:2; caption:'Show Environment'; hint:''+Chr(13)+Chr(10)+'(Gs_Show_Environment)'; address:$5533DC; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:2; caption:'Show Objects'; hint:''+Chr(13)+Chr(10)+'(Gs_Show_Objects)'; address:$5533DE; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:2; caption:'Show Characters'; hint:''+Chr(13)+Chr(10)+'(Gs_Show_Characters)'; address:$5533DD; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), (group:2; caption:'Show Particles'; hint:''+Chr(13)+Chr(10)+'(Gs_Show_Particles)'; address:$5533F0; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:0), //(caption:''; hint:''+Chr(13)+Chr(10)+'()'; address:$; has_box:; has_edit:; edit_hint:''; edit_type:; edit_address:$), (group:3; caption:'*bighead*'; hint:'Makes your head bigger.'; address:$5ECB98; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*canttouchthis*'; hint:'Makes you untouchable. (You can''t be knocked down etc)'; address:$5ECE91; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*elderrune*'; hint:'Health regeneration'; address:$620134; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*fistsoflegend*'; hint:'Enemies get knocked away.'; address:$5ECE8F; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*killmequick*'; hint:'Tougher enemies'; address:$5EB849; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*liveforever*'; hint:'Makes you invincible.'; address:$5ECE92; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*reservoirdogs*'; hint:'Enemies attacking their allies.'; address:$5EB848; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*roughjustice*'; hint:'Faster guns.'; address:$620133; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*shapeshifter*'; hint:'Lets you change your character with pressing F8 ingame.'; address:$5ECE6F; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'*touchofdeath*'; hint:'Kill enemies with one touch.'; address:$5ECE93; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$0), (group:3; caption:'Headsize'; hint:'Sets the size of the characters head.'+Chr(13)+Chr(10)+'(Chr_Big_Head, Chr_Big_Head_Amount)'; address:$5ECB98; has_box:True; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54E16C), (group:3; caption:'Bodysize'; hint:'Sets the size of your body.'+Chr(13)+Chr(10)+'(Chr_Mini_Me, Chr_Mini_Me_Amount)'; address:$5ECB99; has_box:True; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54E170), (group:3; caption:'Auto-aim distance'; hint:'Sets the distance in which auto-aim should work.'+Chr(13)+Chr(10)+'(Chr_Auto_Aim_Dist)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54E160), (group:3; caption:'Auto-aim angle'; hint:'Sets the angle in which auto-aim should work (in degrees).'+Chr(13)+Chr(10)+'(Chr_Auto_Aim_Arc)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54E15C), (group:3; caption:'Blocking angle'; hint:'Sets the angle in which attacks are blocked (in degrees).'+Chr(13)+Chr(10)+'(Chr_Block_Angle)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54E168), // (group:4; caption:'Height to feet'; hint:'Sets the height of the camera relative to your feets. (normal=15)'+Chr(13)+Chr(10)+'(CM_Height)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54D638), (group:4; caption:'Distance to player'; hint:'Sets the distance of the camera to the placer. (normal=33)'+Chr(13)+Chr(10)+'(CM_Distance)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54D63C), (group:4; caption:'Viewing angle when unarmed'; hint:'Sets of which angle (up/down) you look on the action when you''re unarmed. (normal=8)'+Chr(13)+Chr(10)+'(CM_Canter_Unarmed)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54D644), (group:4; caption:'Viewing angle when armed'; hint:'Sets of which angle (up/down) you look on the action when you''re armed. (normal=7)'+Chr(13)+Chr(10)+'(CM_Canter_Weapon)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54D640), (group:4; caption:'Actual viewing angle'; hint:'Sets of which angle (up/down) you look on the action.'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$6364D0), (group:4; caption:'See-Through-Walls mode'; hint:'Sets if you can see through walls if they are in the way.'+Chr(13)+Chr(10)+'(CM_Jello)'; address:$54D64C; has_box:True; has_edit:False; edit_hint:''; edit_type:0; edit_address:$), (group:4; caption:'Wall-transparency'; hint:'Sets how transparent walls get. (normal=20)'+Chr(13)+Chr(10)+'(CM_Jello_AMT)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:1; edit_address:$54D650), (group:4; caption:'Wall-transparency-range'; hint:'Sets how much around the line between the camera and the player is made transparent. (normal=12)'+Chr(13)+Chr(10)+'(CM_Jello_Radius)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$54D648), (group:4; caption:'Disable next 3 settings'; hint:'Disables the settings for the camera side'; address:$6364C0; has_box:True; has_edit:False; edit_hint:''; edit_type:$; edit_address:$), (group:4; caption:'Side of Konoko'; hint:'Sets of which side you look at Konoko (degrees)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$6364C4), (group:4; caption:'Side of Konoko to change to'; hint:'Sets to which side the cam should move (degrees)'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$6364C8), (group:4; caption:'Change-speed'; hint:'Sets with which speed cam should move'; address:$; has_box:False; has_edit:True; edit_hint:''; edit_type:5; edit_address:$6364CC) ); CONST CharDataStuff:Array[1..number_items] OF TStructItem=( (struct:1; offset:$014; data_type:6; range:20; group:1; name:'Character name'; overview_name:'Character name'; hint:''), (struct:1; offset:$012; data_type:2; range:0; group:1; name:'Teamnumber'; overview_name:'Teamnumber'; hint:'0 = Konoko'+Chr(13)+Chr(10)+'1 = TCTF'+Chr(13)+Chr(10)+'2 = Syndicate'+Chr(13)+Chr(10)+'3 = Neutral'+Chr(13)+Chr(10)+'4 = Security Guard'+Chr(13)+Chr(10)+'5 = Rogue-Konoko'+Chr(13)+Chr(10)+'6 = Switzerland'+Chr(13)+Chr(10)+'7 = Syndicate Accessory'), (struct:1; offset:$010; data_type:2; range:200; group:1; name:'Modelnumber'; overview_name:'Modelnumber'; hint:''), (struct:1; offset:$004; data_type:1; range:0; group:2; name:'Death'; overview_name:'Death'; hint:'0 = char alive'+Chr(13)+Chr(10)+'1 = char death but still in animation'+Chr(13)+Chr(10)+'3 = char lying on ground'+Chr(13)+Chr(10)+'7 = only a corpse'+Chr(13)+Chr(10)+'32 = unkillable'), (struct:1; offset:$038; data_type:4; range:10000; group:2; name:'Health'; overview_name:'Health'; hint:''), (struct:1; offset:$03C; data_type:4; range:10000; group:2; name:'Health normal'; overview_name:'Health normal'; hint:''), (struct:1; offset:$1A4; data_type:2; range:10; group:2; name:'Amount of hypos'; overview_name:'Hypos'; hint:''), (struct:1; offset:$1A2; data_type:2; range:10; group:2; name:'Amount of red ammo clips'; overview_name:'Red ammo clips'; hint:''), (struct:1; offset:$1A6; data_type:2; range:10; group:2; name:'Amount of green ammo clips'; overview_name:'Green ammo clips'; hint:''), (struct:1; offset:$1B8; data_type:2; range:10000; group:2; name:'Shield'; overview_name:'Shield'; hint:'Full=100'), (struct:1; offset:$1BA; data_type:2; range:10000; group:2; name:'Phasecloak'; overview_name:'Phasecloak'; hint:'Full=1775'), (struct:2; offset:$084; data_type:5; range:0; group:3; name:'x'; overview_name:'x-pos'; hint:''), (struct:2; offset:$088; data_type:5; range:0; group:3; name:'y (height)'; overview_name:'y-pos'; hint:''), (struct:2; offset:$08C; data_type:5; range:0; group:3; name:'z'; overview_name:'z-pos'; hint:''), (struct:1; offset:$16C; data_type:5; range:2*pi; group:3; name:'Body-facing'; overview_name:'Body-facing'; hint:'[0-360]'), (struct:1; offset:$170; data_type:5; range:2*pi; group:3; name:'Direction you yourself look to'; overview_name:'Looking direct.'; hint:'[0-360]'), (struct:3; offset:$21C0; data_type:5; range:0; group:3; name:'Azimuth'; overview_name:'Azimuth'; hint:''), (struct:3; offset:$0E0; data_type:1; range:0; group:3; name:'Off'; overview_name:'Off'; hint:'Sets how long you''re already over an edge'), (struct:3; offset:$0F6; data_type:1; range:0; group:3; name:'Air'; overview_name:'Air'; hint:'Sets how long you''re already in air'), (struct:2; offset:$128; data_type:1; range:0; group:3; name:'NoClipping'; overview_name:'NoClipping'; hint:'2 = NoClipping disabled'+Chr(13)+Chr(10)+'70 = NoClipping enabled'), (struct:1; offset:$1AA; data_type:2; range:10; group:4; name:'Amount of hypos'; overview_name:'Dropped hypos'; hint:''), (struct:1; offset:$1A8; data_type:2; range:10; group:4; name:'Amount of red ammo clips'; overview_name:'Dropped red ammo'; hint:''), (struct:1; offset:$1AC; data_type:2; range:10; group:4; name:'Amount of green ammo clips'; overview_name:'Dropped green ammo'; hint:''), (struct:1; offset:$1B2; data_type:1; range:1; group:4; name:'Shield'; overview_name:'Drops shield'; hint:'[1/0]'), (struct:1; offset:$1B3; data_type:1; range:1; group:4; name:'Phasecloak'; overview_name:'Drops phasecloak'; hint:'[1/0]'), (struct:1; offset:$1B4; data_type:1; range:1; group:4; name:'Special'; overview_name:'Drops special'; hint:'(like datapad in lvl1, rapelling harnes in lvl5) [1/0]') // (struct:1; offset:$; data_type:; range:; group:; name:''; overview_name:''; hint:''), ); CONST CharGroupsStuff:Array[1..number_char_groups] OF TGroup=( (name:'Global'), (name:'Inventory'), (name:'Position'), (name:'AI drops') ); {$INCLUDE animations} CONST PointerStruct1PointerArray1:longword=$127C54; PointerStruct1PointerArray2:longword=$12BC34; PointerStruct2First:longword=$6A8740; PointerStruct3:longword=$127254; TYPE THotKeys=Record Size:Byte; Items:Array[0..255] OF Hotkey; END; VAR Settings: Array[1..number_settings] OF TSetting; MainGroups: Array[1..number_main_groups] OF TGroup; //Cheats: Array[1..number_cheats] OF TSetting; _Connected:Boolean; _temp:byte_array; _tempvalue:LongWord; _ValueSwitcher:TValueSwitcher; _ais_active: Array[0..ais_controlled] OF Boolean; //_hotkeys: Array OF HotKey; HotKeys: THotKeys; HotKeysFile: File of THotKeys; lvlnumber: Byte; TYPE KeyCombo=Record Name:String; Value:Byte; END; CONST lvl_mappings:Array[0..14] OF String[2]=( '0_','1_','2_','3_','4_','6_','8_','9_','10','11','12','13','14','18','19' ); CONST MOD_Alt_Key=MOD_Alt; CONST MOD_Ctrl_Key=MOD_Control; CONST VKKeys:Array[1..78] OF Keycombo=( (Name:'0';Value:$30), (Name:'1';Value:$31), (Name:'2';Value:$32), (Name:'3';Value:$33), (Name:'4';Value:$34), (Name:'5';Value:$35), (Name:'6';Value:$36), (Name:'7';Value:$37), (Name:'8';Value:$38), (Name:'9';Value:$39), (Name:'A';Value:$41), (Name:'B';Value:$42), (Name:'C';Value:$43), (Name:'D';Value:$44), (Name:'E';Value:$45), (Name:'F';Value:$46), (Name:'G';Value:$47), (Name:'H';Value:$48), (Name:'I';Value:$49), (Name:'J';Value:$4A), (Name:'K';Value:$4B), (Name:'L';Value:$4C), (Name:'M';Value:$4D), (Name:'N';Value:$4E), (Name:'O';Value:$4F), (Name:'P';Value:$50), (Name:'Q';Value:$51), (Name:'R';Value:$52), (Name:'S';Value:$53), (Name:'T';Value:$54), (Name:'U';Value:$55), (Name:'V';Value:$56), (Name:'W';Value:$57), (Name:'X';Value:$58), (Name:'Y';Value:$59), (Name:'Z';Value:$5A), (Name:'F1';Value:$70), (Name:'F2';Value:$71), (Name:'F3';Value:$72), (Name:'F4';Value:$73), (Name:'F5';Value:$74), (Name:'F6';Value:$75), (Name:'F7';Value:$76), (Name:'F8';Value:$77), (Name:'F9';Value:$78), (Name:'F10';Value:$79), (Name:'F11';Value:$7A), (Name:'F12';Value:$7B), (Name:'Backspace';Value:$08), (Name:'Tab';Value:$09), // (Name:'Clear';Value:$0C), (Name:'Enter';Value:$0D), (Name:'Esc';Value:$1B), (Name:'Spacebar';Value:$20), (Name:'Page up';Value:$21), (Name:'Page down';Value:$22), (Name:'End';Value:$23), (Name:'Home';Value:$24), (Name:'Cursor left';Value:$25), (Name:'Cursor up';Value:$26), (Name:'Cursor right';Value:$27), (Name:'Cursor down';Value:$28), (Name:'Insert';Value:$2D), (Name:'Delete';Value:$2E), // (Name:'Help';Value:$2F), (Name:'NumPad0';Value:$60), (Name:'NumPad1';Value:$61), (Name:'NumPad2';Value:$62), (Name:'NumPad3';Value:$63), (Name:'NumPad4';Value:$64), (Name:'NumPad5';Value:$65), (Name:'NumPad6';Value:$66), (Name:'NumPad7';Value:$67), (Name:'NumPad8';Value:$68), (Name:'NumPad9';Value:$69), (Name:'NumPad decimal';Value:$6E), (Name:'NumPad add';Value:$6B), (Name:'NumPad subtract';Value:$6D), (Name:'NumPad multiply';Value:$6A), (Name:'NumPad divide';Value:$6F) // (Name:'NumPad separator';Value:$6C), ); implementation end.