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Вопросы по скриптингу Sanny Builder
wmysterio
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Скриптер
22.11.11 21:52
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Если у вас возник вопрос по скриптингу Sanny Builder, обращайтесь! Мы постараемся решить вашу проблему wink Это ещё не значит, что все прям бросятся решать во чтобы то не стало, но ответ вы сможете вы получить как вариант решения или как невозможность или сложность решения.
УВАЖАЕМЫЕ ПОЛЬЗОВАТЕЛИ! ПРОСЬБА КОД СКРИПТОВ ПОМЕЩАТЬ В КОНСТРУКЦИЮ КОДА:

или

Также указывайте полный код скрипта, иначе причина ошибок может быть и не выявлена.
Прикрепления: 0248203.png(0.9 Kb) · 9085525.png(0.2 Kb)

wmysterio
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18.10.12 15:11
Offline
Quote (228SaNeK911)
у меня прога не может прочесть oadc
Установи библиотеку Cleo 4.1

228SaNeK911
Пользователи
18.10.12 15:49
Offline
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

wmysterio
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Скриптер
18.10.12 16:06
Offline
Quote (228SaNeK911)
у меня и так 4.1
Значит неправильно установили

Quote (228SaNeK911)
а на какую кнопку добавить деньги?
При вводе слова "BLOWUP"

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 _

228SaNeK911
Пользователи
18.10.12 16:11
Offline
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

wmysterio
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18.10.12 16:20
Offline
Quote (228SaNeK911)
а как тогда правильно эту строку написать?
:$PLAYER.DEFINED($PLAYER_CHAR)_58
Это зависит от потока в целом. Почитай лучше урок по снятию защиты. Там рассмотрена такая ситуация.

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

228SaNeK911
Пользователи
18.10.12 16:42
Offline
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(

wmysterio
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18.10.12 18:25
Offline
Quote (228SaNeK911)
Там урок по защите а не снятию(
Читай внимательнее, ниже есть способ снятия.

228SaNeK911
Пользователи
18.10.12 18:38
Offline
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 cry
Отредактировал 228SaNeK911 - Четверг, 18.10.12, 19:00

NearBird
Пользователи
18.10.12 20:08
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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)

wmysterio
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Скриптер
18.10.12 20:25
Offline
Quote (228SaNeK911)
) а вдруг здесь средняя)
Самая обычная слабая защита:
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
Мне понадобилось 10 секунд, что бы выполнить те операции, что описаны в уроке.

Quote (NearBird)
какая строчка отвечает за то, что при 0 брони не будет показываться цифра?(полоска само собой)
Code
0025:   10@ > 9@ // (float)

NearBird
Пользователи
18.10.12 20:33
Offline
Только эта или все, где написано float?

wmysterio
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Скриптер
18.10.12 20:54
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NearBird, я же не видел весь скрипт, посмотрел участок кода, что ты скинул.

талахаси
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20.10.12 00:13
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Спасибо ОГРОМНОЕ

228SaNeK911
Пользователи
21.10.12 10:19
Offline
Сделайте плиз чтоб при нажатии i появлялся парашют smile ну или был бесконечным

wmysterio
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21.10.12 18:52
Offline
Quote (228SaNeK911)
Сделайте плиз чтоб при нажатии i появлялся парашют smile ну или был бесконечным
Здесь только задают вопросы по скриптингу, а не принимают заказы! пиши в эту тему.

NearBird
Пользователи
21.10.12 23:10
Offline
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)
---------------------------------------------
Еще вопросик
Я нашел худ, захотел достать от туда только деньги, сами цифры достал, а вот текстуру - никак (она у меня маленькая очень, по сравнению с оригиналом)
Вот оригинал


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)
---------------------------------------------
Вот измененный

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

FOXMAN
Проверенные
22.10.12 12:18
Offline
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

228SaNeK911
Пользователи
22.10.12 19:15
Offline
Сделайте плиз чтоб при нажатии i появлялся парашют ну или был бесконечным

HYPERMUV
Проверенные
23.10.12 20:51
Offline
можно ли управлять созданным актёр
если можно то как

NARC
Проверенные
24.10.12 14:08
Offline
HYPERMUV, можно только написать огромный скрипт, который иммитирует поведение актёра.

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