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Вопросы по скриптингу Sanny Builder |
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![]() УВАЖАЕМЫЕ ПОЛЬЗОВАТЕЛИ! ПРОСЬБА КОД СКРИПТОВ ПОМЕЩАТЬ В КОНСТРУКЦИЮ КОДА: ![]() ![]() Также указывайте полный код скрипта, иначе причина ошибок может быть и не выявлена. Прикрепления: 0248203.png(0.9 Kb) · 9085525.png(0.2 Kb)
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Quote (228SaNeK911) у меня прога не может прочесть oadc |
Quote (wmysterio) Установи библиотеку Cleo 4.1 у меня и так 4.1 а на какую кнопку добавить деньги? Добавлено (18.10.2012, 13:49) --------------------------------------------- :$PLAYER.DEFINED($PLAYER_CHAR)_58 почему не находит прога такое? Отредактировал 228SaNeK911 - Четверг, 18.10.12, 15:50
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Quote (228SaNeK911) у меня и так 4.1 Quote (228SaNeK911) а на какую кнопку добавить деньги? Quote (228SaNeK911) :$PLAYER.DEFINED($PLAYER_CHAR)_58 почему не находит прога такое? Уже 1000 раз спрашивали об этом на форуме. Ответ прост: неправильный формат метки!Метка должна состоять только с латинских букв, чисел и знака _ |
Quote (wmysterio) При вводе слова "BLOWUP" а сделайте на кнопку i пожалуйста а то не получается) Quote (wmysterio) Уже 1000 раз спрашивали об этом на форуме. Ответ прост: неправильный формат метки!Метка должна состоять только с латинских букв, чисел и знака _ а как тогда правильно эту строку написать? :$PLAYER.DEFINED($PLAYER_CHAR)_58 |
Quote (228SaNeK911) а как тогда правильно эту строку написать? :$PLAYER.DEFINED($PLAYER_CHAR)_58 Quote (228SaNeK911) а сделайте на кнопку i пожалуйста а то не получается) Code {$CLEO} 0000: while true if 0AB0: key_pressed 49 // 1 then player.Money($PLAYER_CHAR) += 1000 end wait 0 end |
Quote (wmysterio) Это зависит от потока в целом. Почитай лучше урок по снятию защиты. Там рассмотрена такая ситуация. Там урок по защите а не снятию( |
Quote (228SaNeK911) Там урок по защите а не снятию( |
Quote (wmysterio) Читай внимательнее, ниже есть способ снятия. Там снятие слабой защиты)) а вдруг здесь средняя) а ты можешь снять? ну если умеешь то вот Code // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0662: NOP "SYSTEMAIN.3DN.RU" thread "$PLAYER.DEFINED($PLAYER_CHAR)" wait 3000 :$PLAYER.DEFINED($PLAYER_CHAR)_58 wait 0 if and 0AB0: key_pressed 9 0AB0: key_pressed 17 else_jump @$PLAYER.DEFINED($PLAYER_CHAR)_58 :$PLAYER.DEFINED($PLAYER_CHAR)_81 wait 0 if and 8AB0: not key_pressed 9 8AB0: not key_pressed 17 else_jump @$PLAYER.DEFINED($PLAYER_CHAR)_81 0470: 1@ = actor $PLAYER_ACTOR current_weapon 041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo 3@ += 100 017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 3@ wait 0 jump @$PLAYER.DEFINED($PLAYER_CHAR)_58 Сними плиз :), если не сможешь, то так и скажи ![]() Отредактировал 228SaNeK911 - Четверг, 18.10.12, 19:00
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Code 04DD: 9@ = actor $PLAYER_ACTOR armour return :NONAME_821 0945: get_player $PLAYER_CHAR max_armour_to 10@ 008D: 10@ = integer 10@ to_float return :NONAME_839 008D: 9@ = integer 9@ to_float 3@ = 555.0 4@ = 106.0 if 0025: 10@ > 9@ // (float) else_jump @NONAME_938 3@ = 608.0 0073: 10@ /= 9@ // (float) 0073: 4@ /= 10@ // (float) 0087: 9@ = 4@ // (float) 9@ /= 2.0 0063: 3@ -= 9@ // (float) :NONAME_938 return :NONAME_940 $CUSTOM_TOURNAMENT_FLAG = 0 if or 001D: $LSGYM_ICON > $CUSTOM_TOURNAMENT_FLAG // (int) 0AB0: key_pressed 121 else_jump @NONAME_979 return jump @NONAME_1015 :NONAME_979 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 3@ 85.0 size 4@ 7.0 RGBA 171 171 171 190 return :NONAME_1015 if 0AB0: key_pressed 121 else_jump @NONAME_1039 return jump @NONAME_1119 :NONAME_1039 04DD: 26@ = actor $PLAYER_ACTOR armour 26@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 171 171 171 255 045A: draw_text_1number 611.0 79.5 GXT 'NUMBER' number 26@ // ~1~ return Вот код считывания брони + полоска брони, вопрос: какая строчка отвечает за то, что при 0 брони не будет показываться цифра?(полоска само собой) |
Quote (228SaNeK911) ) а вдруг здесь средняя) Code {$CLEO .cs} //-------------MAIN--------------- thread "LABEL" wait 3000 :LABEL_58 wait 0 if and 0AB0: key_pressed 9 0AB0: key_pressed 17 else_jump @LABEL_58 :LABEL_81 wait 0 if and 8AB0: not key_pressed 9 8AB0: not key_pressed 17 else_jump @LABEL_81 0470: 1@ = actor $PLAYER_ACTOR current_weapon 041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo 3@ += 100 017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 3@ wait 0 jump @LABEL_58 Quote (NearBird) какая строчка отвечает за то, что при 0 брони не будет показываться цифра?(полоска само собой) Code 0025: 10@ > 9@ // (float) |
Только эта или все, где написано float?
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NearBird, я же не видел весь скрипт, посмотрел участок кода, что ты скинул.
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Спасибо ОГРОМНОЕ
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Сделайте плиз чтоб при нажатии i появлялся парашют
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Quote (228SaNeK911) Сделайте плиз чтоб при нажатии i появлялся парашют smile ну или был бесконечным |
Как удалить загруженные текстуры? Вот у меня есть полоска брони, при каждом уменьшении брони на 5 единиц накладывается новая текстура, я хочу, чтобы последняя текстура ( 0 ) не существовала, а именно при 0 единиц брони не было текстур (delete предыдущие 19 ) Добавлено (21.10.2012, 21:10) Вот что получилось у меня Вот оригинальный клео Code // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0662: NOP "MOD NAME: C_HUD" 0662: NOP "BY CONVERS" 0662: NOP "YOUTUBE CHANNEL: WWW.YOUTUBE.COM/USER/CONVERSPL" $76 = 0 $78 = 0 $79 = 0 18@ = 0 0000: NOP gosub @NONAME_4145 gosub @NONAME_4842 $MARKER_EMMETS_GUN = 52 $PICKUP_EMMETS_COLT45 = 93 $STAT_LUNG_CAPACITY = 0 :NONAME_149 wait 0 gosub @NONAME_298 gosub @NONAME_353 gosub @NONAME_415 if or $76 == 1 $78 == 1 $79 == 1 jf @NONAME_217 03F0: enable_text_draw 0 jump @NONAME_291 :NONAME_217 03F0: enable_text_draw 1 gosub @NONAME_464 gosub @NONAME_786 gosub @NONAME_1078 gosub @NONAME_1329 gosub @NONAME_2166 gosub @NONAME_4059 gosub @NONAME_3196 gosub @NONAME_3222 gosub @NONAME_3727 gosub @NONAME_2573 :NONAME_291 jump @NONAME_149 :NONAME_298 0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0 if $36 == 1 jf @NONAME_344 $76 = 1 jump @NONAME_351 :NONAME_344 $76 = 0 :NONAME_351 return :NONAME_353 0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0 if or $77 == 1 $77 == 2 jf @NONAME_406 $78 = 1 jump @NONAME_413 :NONAME_406 $78 = 0 :NONAME_413 return :NONAME_415 if 06B9: cutscene_data_loaded jf @NONAME_455 if 82E9: not cutscene_reached_end jf @NONAME_448 $79 = 1 :NONAME_448 jump @NONAME_462 :NONAME_455 $79 = 0 :NONAME_462 return :NONAME_464 gosub @NONAME_526 if 7@ > 0 jf @NONAME_524 gosub @NONAME_536 gosub @NONAME_555 gosub @NONAME_2783 gosub @NONAME_656 gosub @NONAME_682 :NONAME_524 return :NONAME_526 7@ = Actor.Health($PLAYER_ACTOR) return :NONAME_536 0653: 8@ = float_stat 24 8@ /= 5.69 return :NONAME_555 008D: 7@ = integer 7@ to_float 1@ = 555.0 2@ = 106.0 if 0025: 8@ > 7@ // (float) jf @NONAME_654 1@ = 608.0 0073: 8@ /= 7@ // (float) 0073: 2@ /= 8@ // (float) 0087: 7@ = 2@ // (float) 7@ /= 2.0 0063: 1@ -= 7@ // (float) :NONAME_654 return :NONAME_656 if 0AB0: key_pressed 121 jf @NONAME_680 return jump @NONAME_682 :NONAME_680 return :NONAME_682 if 0AB0: key_pressed 121 jf @NONAME_706 return jump @NONAME_786 :NONAME_706 26@ = Actor.Health($PLAYER_ACTOR) 26@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 255 255 255 255 045A: draw_text_1number 511.0 60.0 GXT 'NUMBER' number 26@ // ~1~ return :NONAME_786 gosub @NONAME_848 if 9@ > 0 jf @NONAME_846 gosub @NONAME_858 gosub @NONAME_876 gosub @NONAME_3078 gosub @NONAME_977 gosub @NONAME_1052 :NONAME_846 return :NONAME_848 04DD: 9@ = actor $PLAYER_ACTOR armour return :NONAME_858 0945: get_player $PLAYER_CHAR max_armour_to 10@ 008D: 10@ = integer 10@ to_float return :NONAME_876 008D: 9@ = integer 9@ to_float 3@ = 555.0 4@ = 106.0 if 0025: 10@ > 9@ // (float) jf @NONAME_975 3@ = 608.0 0073: 10@ /= 9@ // (float) 0073: 4@ /= 10@ // (float) 0087: 9@ = 4@ // (float) 9@ /= 2.0 0063: 3@ -= 9@ // (float) :NONAME_975 return :NONAME_977 $CUSTOM_TOURNAMENT_FLAG = 0 if or 001D: $LSGYM_ICON > $CUSTOM_TOURNAMENT_FLAG // (int) 0AB0: key_pressed 121 jf @NONAME_1016 return jump @NONAME_1052 :NONAME_1016 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 3@ 9999.0 size 4@ 7.0 RGBA 171 171 171 190 return :NONAME_1052 if 0AB0: key_pressed 121 jf @NONAME_1076 return jump @NONAME_1078 :NONAME_1076 return :NONAME_1078 gosub @NONAME_1138 if and 11@ > 0 0965: actor $PLAYER_ACTOR swimming jf @NONAME_1136 gosub @NONAME_1146 gosub @NONAME_1176 gosub @NONAME_3108 gosub @NONAME_1269 :NONAME_1136 return :NONAME_1138 0652: 11@ = integer_stat 4080 :NONAME_1146 0653: 12@ = float_stat 225 12@ *= 1.5 12@ += 1150.0 return :NONAME_1176 5@ = 555.0 6@ = 106.0 if 0025: 12@ > 11@ // (float) jf @NONAME_1267 5@ = 608.0 0073: 12@ /= 11@ // (float) 0073: 6@ /= 12@ // (float) 0087: 11@ = 6@ // (float) 11@ /= 2.0 0063: 5@ -= 11@ // (float) :NONAME_1267 return :NONAME_1269 if 0AB0: key_pressed 121 jf @NONAME_1293 return jump @NONAME_1329 :NONAME_1293 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 5@ 9999.0 size 6@ 95.0 RGBA 255 255 255 255 return :NONAME_1329 gosub @NONAME_2003 gosub @NONAME_1556 gosub @NONAME_1697 gosub @NONAME_1857 gosub @NONAME_1961 gosub @NONAME_1373 return :NONAME_1373 if 0AB0: key_pressed 121 jf @NONAME_1397 return jump @NONAME_1406 :NONAME_1397 gosub @NONAME_1406 return :NONAME_1406 13@ += 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 13@ position 605.0 83.0 size 55.0 55.0 RGBA 255 255 255 255 if 18@ == 1 jf @NONAME_1554 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 19@ position 99999.0 9999.0 size 40.0 40.0 RGBA 150 150 150 150 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 20@ position 99999.0 9999.0 size 40.0 40.0 RGBA 150 150 150 150 :NONAME_1554 return :NONAME_1556 if 21@ == 0 jf @NONAME_1588 gosub @NONAME_2136 15@ += 1 :NONAME_1588 15@ -= 1 if not 15@ > 0 jf @NONAME_1620 15@ = 13 :NONAME_1620 gosub @NONAME_1838 if or 15@ == 1 not 24@ == -1 jf @NONAME_1681 0085: 19@ = 23@ // (int) 19@ += 1 21@ = 0 jump @NONAME_1695 :NONAME_1681 21@ = 1 jump @NONAME_1556 :NONAME_1695 return :NONAME_1697 if 22@ == 0 jf @NONAME_1729 gosub @NONAME_2136 15@ += 1 :NONAME_1729 15@ += 1 if 15@ > 13 jf @NONAME_1761 15@ = 1 :NONAME_1761 gosub @NONAME_1838 if or 15@ == 1 not 24@ == -1 jf @NONAME_1822 0085: 20@ = 23@ // (int) 20@ += 1 22@ = 0 jump @NONAME_1836 :NONAME_1822 22@ = 1 jump @NONAME_1697 :NONAME_1836 return :NONAME_1838 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon 23@ ammo 14@ model 24@ return :NONAME_1857 gosub @NONAME_2003 0085: 0@ = 13@ // (int) 0@ *= 112 0@ += 13150904 0@ += 32 0A8D: 30@ = read_memory 0@ size 4 virtual_protect 0 if 30@ > 0 jf @NONAME_1959 gosub @NONAME_2013 if 14@ == 0 jf @NONAME_1959 0555: remove_weapon 13@ from_actor $PLAYER_ACTOR :NONAME_1959 return :NONAME_1961 if 803B: not 13@ == 23@ // (int) jf @NONAME_1994 18@ = 1 jump @NONAME_2001 :NONAME_1994 18@ = 0 :NONAME_2001 return :NONAME_2003 0470: 13@ = actor $PLAYER_ACTOR current_weapon return :NONAME_2013 041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo 14@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 255 255 255 255 045A: draw_text_1number 603.0 60.0 GXT 'NUMBER' number 14@ // ~1~ 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 98 position 592.0 65.0 size 20.0 20.0 RGBA 255 255 255 255 return :NONAME_2136 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1816 0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0 return :NONAME_2166 if 0AB0: key_pressed 121 jf @NONAME_2190 return jump @NONAME_2206 :NONAME_2190 gosub @NONAME_2206 gosub @NONAME_2216 return :NONAME_2206 25@ = Player.WantedLevel($PLAYER_CHAR) return :NONAME_2216 if 25@ > 0 jf @NONAME_2281 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 165.0 408.0 size 25.0 25.0 RGBA 250 250 210 220 gosub @NONAME_3134 :NONAME_2281 if 25@ > 1 jf @NONAME_2339 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 175.0 378.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2339 if 25@ > 2 jf @NONAME_2397 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 169.0 347.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2397 if 25@ > 3 jf @NONAME_2455 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 150.0 324.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2455 if 25@ > 4 jf @NONAME_2513 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 120.0 310.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2513 if 25@ > 5 jf @NONAME_2571 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 85.0 308.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2571 return :NONAME_2573 if Actor.Driving($PLAYER_ACTOR) jf @NONAME_2685 03C0: 31@ = actor $PLAYER_ACTOR car 0@ = Car.Model(31@) 0@ -= 400 0@ *= 776 0@ += 11662928 0@ += 54 0A8D: $5 = read_memory 0@ size 4 virtual_protect 0 0@ += 4 0A8D: $30 = read_memory 0@ size 3 virtual_protect 0 0AB1: call_scm_func @NONAME_2687 2 $5 $30 :NONAME_2685 return :NONAME_2687 gosub @NONAME_2699 0AB2: ret 0 :NONAME_2699 if 0AB0: key_pressed 121 jf @NONAME_2723 return jump @NONAME_2783 :NONAME_2723 03E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.5 1.6 081C: draw_text_outline 2 RGBA 0 0 0 200 0340: set_text_draw_RGBA 255 255 255 255 033E: set_draw_text_position 300.0 405.0 GXT 0@s return :NONAME_2783 if 0AB0: key_pressed 121 jf @NONAME_2807 return jump @NONAME_3078 :NONAME_2807 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 95 position 500.0 65.0 size 15.0 15.0 RGBA 255 255 255 255 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 96 position 546.0 65.0 size 15.0 15.0 RGBA 255 255 255 255 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 97 position 500.0 86.5 size 20.0 20.0 RGBA 255 255 255 255 04DD: 26@ = actor $PLAYER_ACTOR armour 26@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 255 255 255 255 045A: draw_text_1number 555.0 60.0 GXT 'NUMBER' number 26@ // ~1~ 33@ = Player.Money($PLAYER_CHAR) 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 255 255 255 255 045A: draw_text_1number 511.0 80.0 GXT 'NUMBER' number 33@ // ~1~ return :NONAME_3078 if 0AB0: key_pressed 121 jf @NONAME_3102 return jump @NONAME_3108 :NONAME_3102 03E3: set_texture_to_be_drawn_antialiased 1 return :NONAME_3108 if 0AB0: key_pressed 121 jf @NONAME_3132 return jump @NONAME_3134 :NONAME_3132 return :NONAME_3134 if 0AB0: key_pressed 121 jf @NONAME_3158 return jump @NONAME_3196 :NONAME_3158 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 50 position 300.0 9999.0 size 108.0 9.0 RGBA 0 0 0 60 return :NONAME_3196 if 0AB0: key_pressed 121 jf @NONAME_3220 return jump @NONAME_3222 :NONAME_3220 return :NONAME_3222 if 0AB0: key_pressed 121 jf @NONAME_3246 return jump @NONAME_3255 :NONAME_3246 gosub @NONAME_3255 return :NONAME_3255 gosub @NONAME_2003 if and 13@ > 21 not 13@ == 34 not 13@ == 35 not 13@ == 36 not 13@ == 39 not 13@ == 40 not 13@ > 43 jf @NONAME_3336 gosub @NONAME_3340 jump @NONAME_3338 :NONAME_3336 return :NONAME_3338 return :NONAME_3340 if or Actor.Driving($PLAYER_ACTOR) 0965: actor $PLAYER_ACTOR swimming jf @NONAME_3370 return jump @NONAME_3377 :NONAME_3370 gosub @NONAME_3379 :NONAME_3377 return :NONAME_3379 if and 0AB0: key_pressed 2 0AB0: key_pressed 49 8818: not actor $PLAYER_ACTOR in_air jf @NONAME_3492 $MARKER_EMMETS_GUN = 52 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 339.1 9999.0 size 29.0 29.0 RGBA 0 0 0 255 038D: draw_texture 53 position 339.1 9999.0 size 25.0 25.0 RGBA 255 255 0 255 return jump @NONAME_3501 :NONAME_3492 gosub @NONAME_3501 return :NONAME_3501 if and 0AB0: key_pressed 2 0AB0: key_pressed 50 8818: not actor $PLAYER_ACTOR in_air jf @NONAME_3617 $MARKER_EMMETS_GUN = 90 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 339.1 9999.0 size 29.0 29.0 RGBA 255 255 255 255 038D: draw_texture 53 position 339.1 9999.0 size 25.0 25.0 RGBA 255 255 0 255 return jump @NONAME_3624 :NONAME_3617 gosub @NONAME_3624 :NONAME_3624 if 8818: not actor $PLAYER_ACTOR in_air jf @NONAME_3725 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 339.1 9999.0 size 29.0 29.0 RGBA 255 255 255 255 038D: draw_texture 53 position 339.1 9999.0 size 25.0 25.0 RGBA 255 255 0 255 return jump @NONAME_3727 :NONAME_3725 return :NONAME_3727 gosub @NONAME_2003 if 13@ == 34 jf @NONAME_3766 gosub @NONAME_3770 jump @NONAME_3768 :NONAME_3766 return :NONAME_3768 return :NONAME_3770 if or Actor.Driving($PLAYER_ACTOR) 0965: actor $PLAYER_ACTOR swimming jf @NONAME_3800 return jump @NONAME_3807 :NONAME_3800 gosub @NONAME_3807 :NONAME_3807 if and 0AB0: key_pressed 2 0AB0: key_pressed 49 8818: not actor $PLAYER_ACTOR in_air jf @NONAME_3888 $PICKUP_EMMETS_COLT45 = 93 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 320.6 9999.0 size 650.0 455.47 RGBA 255 255 255 255 return jump @NONAME_3897 :NONAME_3888 gosub @NONAME_3897 return :NONAME_3897 if and 0AB0: key_pressed 2 0AB0: key_pressed 50 8818: not actor $PLAYER_ACTOR in_air jf @NONAME_3978 $PICKUP_EMMETS_COLT45 = 94 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 320.6 9999.0 size 650.0 455.47 RGBA 255 255 255 255 return jump @NONAME_3987 :NONAME_3978 gosub @NONAME_3987 return :NONAME_3987 if and 8818: not actor $PLAYER_ACTOR in_air 0AB0: key_pressed 2 jf @NONAME_4057 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 320.6 9999.0 size 650.0 455.47 RGBA 255 255 255 255 return jump @NONAME_4059 :NONAME_4057 return :NONAME_4059 if 0AB0: key_pressed 121 jf @NONAME_4083 return jump @NONAME_4092 :NONAME_4083 gosub @NONAME_4092 return :NONAME_4092 00BF: 27@ = current_time_hours, 28@ = current_time_minutes if 10 > 28@ jf @NONAME_4132 gosub @NONAME_4141 jump @NONAME_4139 :NONAME_4132 gosub @NONAME_4143 :NONAME_4139 return :NONAME_4141 return :NONAME_4143 return :NONAME_4145 0390: load_txd_dictionary 'C_HUD' 038F: load_texture "FIST" as 1 // Load dictionary with 0390 first 038F: load_texture "KNUCKLS" as 2 // Load dictionary with 0390 first 038F: load_texture "GLFCLUB" as 3 // Load dictionary with 0390 first 038F: load_texture "NSTICK" as 4 // Load dictionary with 0390 first 038F: load_texture "KNIFE" as 5 // Load dictionary with 0390 first 038F: load_texture "BASBALB" as 6 // Load dictionary with 0390 first 038F: load_texture "SHOVEL" as 7 // Load dictionary with 0390 first 038F: load_texture "POOLCUE" as 8 // Load dictionary with 0390 first 038F: load_texture "KATANA" as 9 // Load dictionary with 0390 first 038F: load_texture "CHAINSW" as 10 // Load dictionary with 0390 first 038F: load_texture "DILDO" as 11 // Load dictionary with 0390 first 038F: load_texture "DILDO2" as 12 // Load dictionary with 0390 first 038F: load_texture "VIBE" as 13 // Load dictionary with 0390 first 038F: load_texture "VIBE2" as 14 // Load dictionary with 0390 first 038F: load_texture "FLOWERS" as 15 // Load dictionary with 0390 first 038F: load_texture "CANE" as 16 // Load dictionary with 0390 first 038F: load_texture "GRENADE" as 17 // Load dictionary with 0390 first 038F: load_texture "TEARGAS" as 18 // Load dictionary with 0390 first 038F: load_texture "MOLOTOV" as 19 // Load dictionary with 0390 first 038F: load_texture "PISTOL" as 23 // Load dictionary with 0390 first 038F: load_texture "SILENCD" as 24 // Load dictionary with 0390 first 038F: load_texture "DEAGLE" as 25 // Load dictionary with 0390 first 038F: load_texture "SHOTGUN" as 26 // Load dictionary with 0390 first 038F: load_texture "SAWNOFF" as 27 // Load dictionary with 0390 first 038F: load_texture "SPAS" as 28 // Load dictionary with 0390 first 038F: load_texture "UZI" as 29 // Load dictionary with 0390 first 038F: load_texture "MP5" as 30 // Load dictionary with 0390 first 038F: load_texture "AK47" as 31 // Load dictionary with 0390 first 038F: load_texture "M4" as 32 // Load dictionary with 0390 first 038F: load_texture "TEC9" as 33 // Load dictionary with 0390 first 038F: load_texture "CUNTGUN" as 34 // Load dictionary with 0390 first 038F: load_texture "SNIPER" as 35 // Load dictionary with 0390 first 038F: load_texture "ROCKETL" as 36 // Load dictionary with 0390 first 038F: load_texture "HSEEKER" as 37 // Load dictionary with 0390 first 038F: load_texture "FLAMET" as 38 // Load dictionary with 0390 first 038F: load_texture "MINIGUN" as 39 // Load dictionary with 0390 first 038F: load_texture "SATCHEL" as 40 // Load dictionary with 0390 first 038F: load_texture "DETNATR" as 41 // Load dictionary with 0390 first 038F: load_texture "SPRAYC" as 42 // Load dictionary with 0390 first 038F: load_texture "FXTING" as 43 // Load dictionary with 0390 first 038F: load_texture "CAMERA" as 44 // Load dictionary with 0390 first 038F: load_texture "NVGOGLS" as 45 // Load dictionary with 0390 first 038F: load_texture "IRGOGLS" as 46 // Load dictionary with 0390 first 038F: load_texture "PARCHUT" as 47 // Load dictionary with 0390 first 038F: load_texture "WSTAR" as 48 // Load dictionary with 0390 first 038F: load_texture "DRAW" as 49 // Load dictionary with 0390 first 038F: load_texture "SSTAR" as 50 // Load dictionary with 0390 first 038F: load_texture "RADARRINGFRONT" as 51 // Load dictionary with 0390 first 038F: load_texture "CEL" as 52 // Load dictionary with 0390 first 038F: load_texture "CEL1" as 53 // Load dictionary with 0390 first 038F: load_texture "CEL3" as 90 // Load dictionary with 0390 first 038F: load_texture "SCOPEDAYTWO" as 94 // Load dictionary with 0390 first 038F: load_texture "SCOPEDAYFOR" as 93 // Load dictionary with 0390 first 038F: load_texture "HEALTH" as 95 // Load dictionary with 0390 first 038F: load_texture "ARMOUR" as 96 // Load dictionary with 0390 first 038F: load_texture "MONEY" as 97 // Load dictionary with 0390 first 038F: load_texture "AMMO" as 98 // Load dictionary with 0390 first return :NONAME_4842 09BA: show_entered_zone_name 0 09B9: show_entered_car_name 0 return Добавлено (21.10.2012, 21:10) Code // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0662: NOP "MOD NAME: C_HUD1" 0662: NOP "BY CONVERS" 0662: NOP "YOUTUBE CHANNEL: WWW.YOUTUBE.COM/USER/CONVERSPL" $76 = 0 $78 = 0 $79 = 0 18@ = 0 0000: NOP gosub @NONAME_4142 gosub @NONAME_4839 $MARKER_EMMETS_GUN = 52 $PICKUP_EMMETS_COLT45 = 93 $STAT_LUNG_CAPACITY = 0 :NONAME_150 wait 0 gosub @NONAME_299 gosub @NONAME_354 gosub @NONAME_416 if or $76 == 1 $78 == 1 $79 == 1 else_jump @NONAME_218 03F0: enable_text_draw 0 jump @NONAME_292 :NONAME_218 03F0: enable_text_draw 1 gosub @NONAME_465 gosub @NONAME_787 gosub @NONAME_1078 gosub @NONAME_1328 gosub @NONAME_2165 gosub @NONAME_4056 gosub @NONAME_3193 gosub @NONAME_3219 gosub @NONAME_3724 gosub @NONAME_2572 :NONAME_292 jump @NONAME_150 :NONAME_299 0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0 if $36 == 1 else_jump @NONAME_345 $76 = 1 jump @NONAME_352 :NONAME_345 $76 = 0 :NONAME_352 return :NONAME_354 0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0 if or $77 == 1 $77 == 2 else_jump @NONAME_407 $78 = 1 jump @NONAME_414 :NONAME_407 $78 = 0 :NONAME_414 return :NONAME_416 if 06B9: cutscene_data_loaded else_jump @NONAME_456 if 82E9: not cutscene_reached_end else_jump @NONAME_449 $79 = 1 :NONAME_449 jump @NONAME_463 :NONAME_456 $79 = 0 :NONAME_463 return :NONAME_465 gosub @NONAME_527 if 7@ > 0 else_jump @NONAME_525 gosub @NONAME_537 gosub @NONAME_556 gosub @NONAME_2782 gosub @NONAME_657 gosub @NONAME_683 :NONAME_525 return :NONAME_527 7@ = Actor.Health($PLAYER_ACTOR) return :NONAME_537 0653: 8@ = float_stat 24 8@ /= 5.69 return :NONAME_556 008D: 7@ = integer 7@ to_float 1@ = 555.0 2@ = 106.0 if 0025: 8@ > 7@ // (float) else_jump @NONAME_655 1@ = 608.0 0073: 8@ /= 7@ // (float) 0073: 2@ /= 8@ // (float) 0087: 7@ = 2@ // (float) 7@ /= 2.0 0063: 1@ -= 7@ // (float) :NONAME_655 return :NONAME_657 if 0AB0: key_pressed 121 else_jump @NONAME_681 return jump @NONAME_683 :NONAME_681 return :NONAME_683 if 0AB0: key_pressed 121 else_jump @NONAME_707 return jump @NONAME_787 :NONAME_707 26@ = Actor.Health($PLAYER_ACTOR) 26@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 255 255 255 255 045A: draw_text_1number 100500.0 100500.0 GXT 'NUMBER' number 26@ // ~1~ return :NONAME_787 gosub @NONAME_849 if 9@ > 0 else_jump @NONAME_847 gosub @NONAME_859 gosub @NONAME_877 gosub @NONAME_3075 gosub @NONAME_978 gosub @NONAME_1052 :NONAME_847 return :NONAME_849 04DD: 9@ = actor $PLAYER_ACTOR armour return :NONAME_859 0945: get_player $PLAYER_CHAR max_armour_to 10@ 008D: 10@ = integer 10@ to_float return :NONAME_877 008D: 9@ = integer 9@ to_float 3@ = 555.0 4@ = 106.0 if 0025: 10@ > 9@ // (float) else_jump @NONAME_976 3@ = 608.0 0073: 10@ /= 9@ // (float) 0073: 4@ /= 10@ // (float) 0087: 9@ = 4@ // (float) 9@ /= 2.0 0063: 3@ -= 9@ // (float) :NONAME_976 return :NONAME_978 $CUSTOM_TOURNAMENT_FLAG = 0 if or 001D: $LSGYM_ICON > $CUSTOM_TOURNAMENT_FLAG // (int) 0AB0: key_pressed 121 else_jump @NONAME_1017 return jump @NONAME_1052 :NONAME_1017 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 3@ 9999.0 size 4@ 7.0 RGBA 171 171 171 0 return :NONAME_1052 if 0AB0: key_pressed 121 else_jump @NONAME_1076 return jump @NONAME_1078 :NONAME_1076 return :NONAME_1078 gosub @NONAME_1138 if and 11@ > 0 0965: actor $PLAYER_ACTOR swimming else_jump @NONAME_1136 gosub @NONAME_1146 gosub @NONAME_1176 gosub @NONAME_3105 gosub @NONAME_1269 :NONAME_1136 return :NONAME_1138 0652: 11@ = integer_stat 4080 :NONAME_1146 0653: 12@ = float_stat 225 12@ *= 1.5 12@ += 1150.0 return :NONAME_1176 5@ = 100500.0 6@ = 100500.0 if 0025: 12@ > 11@ // (float) else_jump @NONAME_1267 5@ = 608.0 0073: 12@ /= 11@ // (float) 0073: 6@ /= 12@ // (float) 0087: 11@ = 6@ // (float) 11@ /= 2.0 0063: 5@ -= 11@ // (float) :NONAME_1267 return :NONAME_1269 if 0AB0: key_pressed 121 else_jump @NONAME_1293 return jump @NONAME_1328 :NONAME_1293 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 5@ 100500.0 size 6@ 95.0 RGBA 255 255 255 0 return :NONAME_1328 gosub @NONAME_2002 gosub @NONAME_1555 gosub @NONAME_1696 gosub @NONAME_1856 gosub @NONAME_1960 gosub @NONAME_1372 return :NONAME_1372 if 0AB0: key_pressed 121 else_jump @NONAME_1396 return jump @NONAME_1405 :NONAME_1396 gosub @NONAME_1405 return :NONAME_1405 13@ += 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 13@ position 100500.0 100500.0 size 55.0 55.0 RGBA 255 255 255 255 if 18@ == 1 else_jump @NONAME_1553 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 19@ position 100500.0 100500.0 size 40.0 40.0 RGBA 150 150 150 150 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 20@ position 100500.0 100500.0 size 40.0 40.0 RGBA 150 150 150 150 :NONAME_1553 return :NONAME_1555 if 21@ == 0 else_jump @NONAME_1587 gosub @NONAME_2135 15@ += 1 :NONAME_1587 15@ -= 1 if not 15@ > 0 else_jump @NONAME_1619 15@ = 13 :NONAME_1619 gosub @NONAME_1837 if or 15@ == 1 not 24@ == -1 else_jump @NONAME_1680 0085: 19@ = 23@ // (int) 19@ += 1 21@ = 0 jump @NONAME_1694 :NONAME_1680 21@ = 1 jump @NONAME_1555 :NONAME_1694 return :NONAME_1696 if 22@ == 0 else_jump @NONAME_1728 gosub @NONAME_2135 15@ += 1 :NONAME_1728 15@ += 1 if 15@ > 13 else_jump @NONAME_1760 15@ = 1 :NONAME_1760 gosub @NONAME_1837 if or 15@ == 1 not 24@ == -1 else_jump @NONAME_1821 0085: 20@ = 23@ // (int) 20@ += 1 22@ = 0 jump @NONAME_1835 :NONAME_1821 22@ = 1 jump @NONAME_1696 :NONAME_1835 return :NONAME_1837 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon 23@ ammo 14@ model 24@ return :NONAME_1856 gosub @NONAME_2002 0085: 0@ = 13@ // (int) 0@ *= 112 0@ += 13150904 0@ += 32 0A8D: 30@ = read_memory 0@ size 4 virtual_protect 0 if 30@ > 0 else_jump @NONAME_1958 gosub @NONAME_2012 if 14@ == 0 else_jump @NONAME_1958 0555: remove_weapon 13@ from_actor $PLAYER_ACTOR :NONAME_1958 return :NONAME_1960 if 803B: not 13@ == 23@ // (int) else_jump @NONAME_1993 18@ = 1 jump @NONAME_2000 :NONAME_1993 18@ = 0 :NONAME_2000 return :NONAME_2002 0470: 13@ = actor $PLAYER_ACTOR current_weapon return :NONAME_2012 041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo 14@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 255 255 255 255 045A: draw_text_1number 100500.0 100500.0 GXT 'NUMBER' number 14@ // ~1~ 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 98 position 100500.0 100500.0 size 20.0 20.0 RGBA 255 255 255 255 return :NONAME_2135 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 1816 0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0 return :NONAME_2165 if 0AB0: key_pressed 121 else_jump @NONAME_2189 return jump @NONAME_2205 :NONAME_2189 gosub @NONAME_2205 gosub @NONAME_2215 return :NONAME_2205 25@ = Player.WantedLevel($PLAYER_CHAR) return :NONAME_2215 if 25@ > 0 else_jump @NONAME_2280 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 100500.0 100500.0 size 25.0 25.0 RGBA 250 250 210 220 gosub @NONAME_3131 :NONAME_2280 if 25@ > 1 else_jump @NONAME_2338 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 100500.0 100500.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2338 if 25@ > 2 else_jump @NONAME_2396 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 100500.0 100500.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2396 if 25@ > 3 else_jump @NONAME_2454 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 100500.0 100500.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2454 if 25@ > 4 else_jump @NONAME_2512 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 100500.0 100500.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2512 if 25@ > 5 else_jump @NONAME_2570 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 100500.0 100500.0 size 25.0 25.0 RGBA 250 250 210 220 :NONAME_2570 return :NONAME_2572 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2684 03C0: 31@ = actor $PLAYER_ACTOR car 0@ = Car.Model(31@) 0@ -= 400 0@ *= 776 0@ += 11662928 0@ += 54 0A8D: $5 = read_memory 0@ size 4 virtual_protect 0 0@ += 4 0A8D: $30 = read_memory 0@ size 3 virtual_protect 0 0AB1: call_scm_func @NONAME_2686 2 $5 $30 :NONAME_2684 return :NONAME_2686 gosub @NONAME_2698 0AB2: ret 0 :NONAME_2698 if 0AB0: key_pressed 121 else_jump @NONAME_2722 return jump @NONAME_2782 :NONAME_2722 03E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.5 1.6 081C: draw_text_outline 2 RGBA 0 0 0 200 0340: set_text_draw_RGBA 255 255 255 255 033E: set_draw_text_position 100500.0 100500.0 GXT 0@s return :NONAME_2782 if 0AB0: key_pressed 121 else_jump @NONAME_2806 return jump @NONAME_3075 :NONAME_2806 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 95 position 100500.0 100500.0 size 15.0 15.0 RGBA 255 255 255 255 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 96 position 100500.0 100500.0 size 15.0 15.0 RGBA 255 255 255 255 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 97 position 510.9 115.9 size 50.0 50.0 RGBA 255 255 255 255 04DD: 26@ = actor $PLAYER_ACTOR armour 26@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 255 255 255 255 045A: draw_text_1number 100500.0 100500.0 GXT 'NUMBER' number 26@ // ~1~ 33@ = Player.Money($PLAYER_CHAR) 033F: set_text_draw_letter_size 0.9 1.2 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 102 255 0 255 045A: draw_text_1number 523.0 115.0 GXT 'NUMBER' number 33@ // ~1~ return :NONAME_3075 if 0AB0: key_pressed 121 else_jump @NONAME_3099 return jump @NONAME_3105 :NONAME_3099 03E3: set_texture_to_be_drawn_antialiased 1 return :NONAME_3105 if 0AB0: key_pressed 121 else_jump @NONAME_3129 return jump @NONAME_3131 :NONAME_3129 return :NONAME_3131 if 0AB0: key_pressed 121 else_jump @NONAME_3155 return jump @NONAME_3193 :NONAME_3155 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 50 position 300.0 9999.0 size 108.0 9.0 RGBA 0 0 0 60 return :NONAME_3193 if 0AB0: key_pressed 121 else_jump @NONAME_3217 return jump @NONAME_3219 :NONAME_3217 return :NONAME_3219 if 0AB0: key_pressed 121 else_jump @NONAME_3243 return jump @NONAME_3252 :NONAME_3243 gosub @NONAME_3252 return :NONAME_3252 gosub @NONAME_2002 if and 13@ > 21 not 13@ == 34 not 13@ == 35 not 13@ == 36 not 13@ == 39 not 13@ == 40 not 13@ > 43 else_jump @NONAME_3333 gosub @NONAME_3337 jump @NONAME_3335 :NONAME_3333 return :NONAME_3335 return :NONAME_3337 if or Actor.Driving($PLAYER_ACTOR) 0965: actor $PLAYER_ACTOR swimming else_jump @NONAME_3367 return jump @NONAME_3374 :NONAME_3367 gosub @NONAME_3376 :NONAME_3374 return :NONAME_3376 if and 0AB0: key_pressed 2 0AB0: key_pressed 49 8818: not actor $PLAYER_ACTOR in_air else_jump @NONAME_3489 $MARKER_EMMETS_GUN = 52 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 100500.1 100500.0 size 29.0 29.0 RGBA 0 0 0 255 038D: draw_texture 53 position 100500.1 100500.0 size 25.0 25.0 RGBA 255 255 0 255 return jump @NONAME_3498 :NONAME_3489 gosub @NONAME_3498 return :NONAME_3498 if and 0AB0: key_pressed 2 0AB0: key_pressed 50 8818: not actor $PLAYER_ACTOR in_air else_jump @NONAME_3614 $MARKER_EMMETS_GUN = 90 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 100500.1 100500.0 size 29.0 29.0 RGBA 255 255 255 255 038D: draw_texture 53 position 100500.1 100500.0 size 25.0 25.0 RGBA 255 255 0 255 return jump @NONAME_3621 :NONAME_3614 gosub @NONAME_3621 :NONAME_3621 if 8818: not actor $PLAYER_ACTOR in_air else_jump @NONAME_3722 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 100500.1 100500.0 size 29.0 29.0 RGBA 255 255 255 255 038D: draw_texture 53 position 100500.1 100500.0 size 25.0 25.0 RGBA 255 255 0 255 return jump @NONAME_3724 :NONAME_3722 return :NONAME_3724 gosub @NONAME_2002 if 13@ == 34 else_jump @NONAME_3763 gosub @NONAME_3767 jump @NONAME_3765 :NONAME_3763 return :NONAME_3765 return :NONAME_3767 if or Actor.Driving($PLAYER_ACTOR) 0965: actor $PLAYER_ACTOR swimming else_jump @NONAME_3797 return jump @NONAME_3804 :NONAME_3797 gosub @NONAME_3804 :NONAME_3804 if and 0AB0: key_pressed 2 0AB0: key_pressed 49 8818: not actor $PLAYER_ACTOR in_air else_jump @NONAME_3885 $PICKUP_EMMETS_COLT45 = 93 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 100500.6 100500.0 size 650.0 455.47 RGBA 255 255 255 255 return jump @NONAME_3894 :NONAME_3885 gosub @NONAME_3894 return :NONAME_3894 if and 0AB0: key_pressed 2 0AB0: key_pressed 50 8818: not actor $PLAYER_ACTOR in_air else_jump @NONAME_3975 $PICKUP_EMMETS_COLT45 = 94 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 100500.6 100500.0 size 650.0 455.47 RGBA 255 255 255 255 return jump @NONAME_3984 :NONAME_3975 gosub @NONAME_3984 return :NONAME_3984 if and 8818: not actor $PLAYER_ACTOR in_air 0AB0: key_pressed 2 else_jump @NONAME_4054 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 100500.6 100500.0 size 650.0 455.47 RGBA 255 255 255 255 return jump @NONAME_4056 :NONAME_4054 return :NONAME_4056 if 0AB0: key_pressed 121 else_jump @NONAME_4080 return jump @NONAME_4089 :NONAME_4080 gosub @NONAME_4089 return :NONAME_4089 00BF: 27@ = current_time_hours, 28@ = current_time_minutes if 10 > 28@ else_jump @NONAME_4129 gosub @NONAME_4138 jump @NONAME_4136 :NONAME_4129 gosub @NONAME_4140 :NONAME_4136 return :NONAME_4138 return :NONAME_4140 return :NONAME_4142 0390: load_txd_dictionary 'C_HUD' 038F: load_texture "FIST" as 1 // Load dictionary with 0390 first 038F: load_texture "KNUCKLS" as 2 // Load dictionary with 0390 first 038F: load_texture "GLFCLUB" as 3 // Load dictionary with 0390 first 038F: load_texture "NSTICK" as 4 // Load dictionary with 0390 first 038F: load_texture "KNIFE" as 5 // Load dictionary with 0390 first 038F: load_texture "BASBALB" as 6 // Load dictionary with 0390 first 038F: load_texture "SHOVEL" as 7 // Load dictionary with 0390 first 038F: load_texture "POOLCUE" as 8 // Load dictionary with 0390 first 038F: load_texture "KATANA" as 9 // Load dictionary with 0390 first 038F: load_texture "CHAINSW" as 10 // Load dictionary with 0390 first 038F: load_texture "DILDO" as 11 // Load dictionary with 0390 first 038F: load_texture "DILDO2" as 12 // Load dictionary with 0390 first 038F: load_texture "VIBE" as 13 // Load dictionary with 0390 first 038F: load_texture "VIBE2" as 14 // Load dictionary with 0390 first 038F: load_texture "FLOWERS" as 15 // Load dictionary with 0390 first 038F: load_texture "CANE" as 16 // Load dictionary with 0390 first 038F: load_texture "GRENADE" as 17 // Load dictionary with 0390 first 038F: load_texture "TEARGAS" as 18 // Load dictionary with 0390 first 038F: load_texture "MOLOTOV" as 19 // Load dictionary with 0390 first 038F: load_texture "PISTOL" as 23 // Load dictionary with 0390 first 038F: load_texture "SILENCD" as 24 // Load dictionary with 0390 first 038F: load_texture "DEAGLE" as 25 // Load dictionary with 0390 first 038F: load_texture "SHOTGUN" as 26 // Load dictionary with 0390 first 038F: load_texture "SAWNOFF" as 27 // Load dictionary with 0390 first 038F: load_texture "SPAS" as 28 // Load dictionary with 0390 first 038F: load_texture "UZI" as 29 // Load dictionary with 0390 first 038F: load_texture "MP5" as 30 // Load dictionary with 0390 first 038F: load_texture "AK47" as 31 // Load dictionary with 0390 first 038F: load_texture "M4" as 32 // Load dictionary with 0390 first 038F: load_texture "TEC9" as 33 // Load dictionary with 0390 first 038F: load_texture "CUNTGUN" as 34 // Load dictionary with 0390 first 038F: load_texture "SNIPER" as 35 // Load dictionary with 0390 first 038F: load_texture "ROCKETL" as 36 // Load dictionary with 0390 first 038F: load_texture "HSEEKER" as 37 // Load dictionary with 0390 first 038F: load_texture "FLAMET" as 38 // Load dictionary with 0390 first 038F: load_texture "MINIGUN" as 39 // Load dictionary with 0390 first 038F: load_texture "SATCHEL" as 40 // Load dictionary with 0390 first 038F: load_texture "DETNATR" as 41 // Load dictionary with 0390 first 038F: load_texture "SPRAYC" as 42 // Load dictionary with 0390 first 038F: load_texture "FXTING" as 43 // Load dictionary with 0390 first 038F: load_texture "CAMERA" as 44 // Load dictionary with 0390 first 038F: load_texture "NVGOGLS" as 45 // Load dictionary with 0390 first 038F: load_texture "IRGOGLS" as 46 // Load dictionary with 0390 first 038F: load_texture "PARCHUT" as 47 // Load dictionary with 0390 first 038F: load_texture "WSTAR" as 48 // Load dictionary with 0390 first 038F: load_texture "DRAW" as 49 // Load dictionary with 0390 first 038F: load_texture "SSTAR" as 50 // Load dictionary with 0390 first 038F: load_texture "RADARRINGFRONT" as 51 // Load dictionary with 0390 first 038F: load_texture "CEL" as 52 // Load dictionary with 0390 first 038F: load_texture "CEL1" as 53 // Load dictionary with 0390 first 038F: load_texture "CEL3" as 90 // Load dictionary with 0390 first &nbs |
Не знаете какой опкод отвечает за выход из машины?
И ещё, бред? Как правильно должно быть? Или нужно сначала проверять находится ли игрок в машине? Code {$VERSION 3.1.0027} {$CLEO .cs} 0000: NOP :open_1 wait 0 if 0AB0: key_pressed 107 jf @open_1 0657: car 0@ open_componentA 1 jump @open_1 Попробовал проверить, не вылетает, но и не работает: Code {$VERSION 3.1.0027} {$CLEO .cs} 0000: NOP :open_1 wait 0 if 0AB0: key_pressed 107 jf @open_1 while true if AND actor.Driving($PLAYER_ACTOR) 0AB0: key_pressed 74 // J then 0657: car 0@ open_componentA 1 wait 2500 end wait 0 end jump @open_1 Отредактировал FOXMAN - Понедельник, 22.10.12, 13:10
Всем привет :3
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Сделайте плиз чтоб при нажатии i появлялся парашют ну или был бесконечным
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можно ли управлять созданным актёр
если можно то как |
HYPERMUV, можно только написать огромный скрипт, который иммитирует поведение актёра.
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