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This is a scenario of CLEO airplane, I want it painted red squares any vehicle or other means within 1000m and not shoot, I have to edit how
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- thread "test" :ATPS130_11 wait 0 if and Actor.DrivingVehicleType($PLAYER_ACTOR, #ANDROM) 0ADC: test_cheat "auto" else_jump @ATPS130_11 0@ = Actor.CurrentCar($PLAYER_ACTOR) 19@ = 0 0ADF: add_dynamic_GXT_entry "AUTFIRE" text "Auto fire enabled" wait 500 :ATPS130_92 wait 0 gosub @ATPS130_1417 gosub @ATPS130_183 if Actor.Driving($PLAYER_ACTOR) else_jump @ATPS130_145 if 0ADC: test_cheat "auto" else_jump @ATPS130_92 :ATPS130_145 Car.RemoveReferences(0@) Car.RemoveReferences(6@) Object.Destroy(17@) 0AE0: remove_dynamic_GXT_entry "AUTFIRE" wait 500 jump @ATPS130_11 :ATPS130_183 0A8D: 2@ = read_memory 12010644 size 4 virtual_protect 0 2@ += 4 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 3@ = 0 0A8D: 2@ = read_memory 12010644 size 4 virtual_protect 0 2@ += 4 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 3@ = 0 :ATPS130_263 0A8D: 6@ = read_memory 2@ size 1 virtual_protect 0 2@ += 1 if and 6@ >= 0 128 > 6@ else_jump @ATPS130_1385 005A: 6@ += 3@ // (int) if 803B: not 0@ == 6@ // (int) else_jump @ATPS130_1385 :ATPS130_335 if not Car.Wrecked(6@) else_jump @ATPS130_1385 0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset -20.0 150.0 150.0 0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset -170.0 -50.0 -150.0 if 00B1: car 6@ sphere 0 in_cube_cornerA 7@ 8@ 9@ cornerB 10@ 11@ 12@ else_jump @ATPS130_1385 0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset 0.0 0.0 0.0 0407: store_coords_to 10@ 11@ 12@ from_car 6@ with_offset 0.0 0.0 0.0 050A: 13@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ if 250.0 > 13@ else_jump @ATPS130_1385 0407: store_coords_to 14@ 15@ 16@ from_car 6@ with_offset 0.0 0.0 0.0 0AB1: call_scm_func @ATPS130_1463 3 14@ 15@ 16@ 4@ 5@ 03F0: enable_text_draw 1 0087: 7@ = 4@ // (float) 7@ += 8.0 038E: draw_box_position 7@ 5@ size 1.0 16.0 RGBA 255 55 25 255 0087: 7@ = 4@ // (float) 7@ -= 8.0 038E: draw_box_position 7@ 5@ size 1.0 16.0 RGBA 255 55 25 255 0087: 7@ = 5@ // (float) 7@ += 8.0 038E: draw_box_position 4@ 7@ size 16.0 1.0 RGBA 255 55 25 255 0087: 7@ = 5@ // (float) 7@ -= 8.0 038E: draw_box_position 4@ 7@ size 16.0 1.0 RGBA 255 55 25 255 if 19@ == 0 else_jump @ATPS130_985 Object.Destroy(17@) Model.Load(1582) 038B: load_requested_models :ATPS130_819 wait 0 if Model.Available(1582) else_jump @ATPS130_819 0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset -4.101 0.458 -2.01 17@ = Object.Init(1582, 7@, 8@, 9@) Object.CollisionDetection(17@) = True 04D9: object 17@ set_scripted_collision_check 1 0750: set_object 17@ visibility 0 Model.Destroy(1582) 0407: store_coords_to 20@ 21@ 22@ from_car 6@ with_offset 0.0 0.0 0.0 0063: 20@ -= 7@ // (float) 0063: 21@ -= 8@ // (float) 0063: 22@ -= 9@ // (float) 32@ = 0 19@ = 1 jump @ATPS130_1323 :ATPS130_985 0400: store_coords_to 7@ 8@ 9@ from_object 17@ with_offset 0.0 0.0 0.0 095C: create_smoke_at 7@ 8@ 9@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 0.5 size 0.5 last_factor 0.25 0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset 0.0 0.0 0.0 if 04E6: object 17@ near_point 7@ 8@ 9@ radius 30.0 30.0 30.0 flag 0 else_jump @ATPS130_1148 jump @ATPS130_1164 :ATPS130_1148 if 84DA: not has_object 17@ collided else_jump @ATPS130_1211 :ATPS130_1164 if not 32@ > 5000 else_jump @ATPS130_1211 Object.ToggleInMovingList(17@) = True Object.Throw(17@, 20@, 21@, 22@) jump @ATPS130_1272 :ATPS130_1211 0400: store_coords_to 7@ 8@ 9@ from_object 17@ with_offset 0.0 0.0 0.0 020C: create_explosion_with_radius 10 at 7@ 8@ 9@ Object.Destroy(17@) 19@ = 0 jump @ATPS130_1323 :ATPS130_1272 0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset -2.4 9.361 -1.521 06BC: create_M4_shoot_from 7@ 8@ 9@ target 14@ 15@ 16@ energy 100 :ATPS130_1323 gosub @ATPS130_1417 if 500 > 33@ else_jump @ATPS130_1385 wait 0 if Actor.Driving($PLAYER_ACTOR) 0AA1: return_if_false if 0ADC: test_cheat "auto" else_jump @ATPS130_335 return :ATPS130_1385 33@ = 0 3@ += 256 3@ > 27904 else_jump @ATPS130_263 return :ATPS130_1417 03F0: enable_text_draw 1 060D: draw_text_shadow 0 rgba 0 0 0 0 0343: set_text_draw_linewidth 640.0 033E: set_draw_text_position 500.0 435.0 GXT "AUTFIRE" return :ATPS130_1463 18@ = 1 0A9F: 19@ = current_thread_pointer 0AB1: call_scm_func @ATPS130_1628 2 19@ 0 14@ 0AB1: call_scm_func @ATPS130_1628 2 19@ 3 15@ 0AB1: call_scm_func @ATPS130_1628 2 19@ 6 16@ 0AB1: call_scm_func @ATPS130_1628 2 19@ 9 17@ 0AB1: call_scm_func @ATPS130_1628 2 19@ 12 18@ 0AA5: call 7392816 num_params 6 pop 6 18@ 18@ 17@ 16@ 15@ 14@ 0AB1: call_scm_func @ATPS130_1736 2 3@ 4@ 3@ 4@ 0AB2: ret 2 3@ 4@ :ATPS130_1628 if not 0@ == 0 else_jump @ATPS130_1721 1@ *= 4 0A8E: 2@ = 0@ + 220 // int if 2@ == 1 else_jump @ATPS130_1699 1@ += 10783072 jump @ATPS130_1714 :ATPS130_1699 005A: 1@ += 0@ // (int) 1@ += 60 :ATPS130_1714 jump @ATPS130_1728 :ATPS130_1721 1@ = 0 :ATPS130_1728 0AB2: ret 1 1@ :ATPS130_1736 2@ = 640.0 0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0 0093: 4@ = integer 4@ to_float 0073: 2@ /= 4@ // (float) 006B: 0@ *= 2@ // (float) 3@ = 448.0 0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0 0093: 5@ = integer 5@ to_float 0073: 3@ /= 5@ // (float) 006B: 1@ *= 3@ // (float) 0AB2: ret 2 0@ 1@
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