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