#2 Re: Вопросы по скриптингу » Один вопрос » 18-01-2020 11:30

Хотел бу узнать, что это за скрипт

// This file was decompiled using SASCM.ini published by GTAG ([url]http://gtag.gtagaming.com/opcode-database[/url]) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP 
0662: printstring "[url=http://WWW.YOUTUBE.COM/OPCODEXE]WWW.YOUTUBE.COM/OPCODEXE[/url]" 
0662: printstring "COMPILED BY OPCODEXE" 
31@ = 0 

:NONAME_61
wait 0 
if 
0AB0:   key_pressed 4 
jf @NONAME_169 
if 
  31@ == 0 
jf @NONAME_137 
018C: play_sound 1056 at 0.0 0.0 0.0 
31@ = 1 
wait 200 
jump @NONAME_169 

:NONAME_137
018C: play_sound 1057 at 0.0 0.0 0.0 
31@ = 0 
wait 200 

:NONAME_169
jump @NONAME_176 

:NONAME_176
wait 0 
if and
  31@ == 1 
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET 
jf @NONAME_61 

:NONAME_206
wait 0 
if and
056D:   actor 2@ defined 
0AB0:   key_pressed 1 
jf @NONAME_176 
if and
   not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible 
jf @NONAME_176 
0A96: 6@ = actor 2@ struct 
6@ += 68 
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0 
6@ += 4 
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0 
6@ += 4 
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0 
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 35 
0093: 10@ = integer 10@ to_float 
12@ = 17.0 
12@ /= 360.0 
006B: 3@ *= 12@ // (float) 
006B: 4@ *= 12@ // (float) 
006B: 5@ *= 12@ // (float) 
006B: 3@ *= 10@ // (float) 
006B: 4@ *= 10@ // (float) 
006B: 5@ *= 10@ // (float) 
005B: 6@ += 3@ // (float) 
005B: 7@ += 4@ // (float) 
005B: 8@ += 5@ // (float) 
Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
if 
06BD:   no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0 
jf @NONAME_514 
0AB1: call_scm_func @NONAME_521 4 2@ 6@ 7@ 8@  

:NONAME_514
jump @NONAME_206 

:NONAME_521
0087: 4@ = 1@ // (float) 
0087: 5@ = 2@ // (float) 
0087: 6@ = 3@ // (float) 
068D: get_camera_position_to 1@ 2@ 3@ 
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0063: 1@ -= 4@ // (float) 
0063: 2@ -= 5@ // (float) 
0096: make 1@ absolute_float 
0096: make 2@ absolute_float 
0087: 10@ = 1@ // (float) 
0087: 11@ = 2@ // (float) 
006B: 10@ *= 10@ // (float) 
006B: 11@ *= 11@ // (float) 
005B: 10@ += 11@ // (float) 
01FB: 10@ = square_root 10@ 
0087: 11@ = 1@ // (float) 
0087: 12@ = 10@ // (float) 
0073: 11@ /= 12@ // (float) 
0AA5: call 4327328 num_params 1 pop 1 11@  
0AE9: pop_float 12@ 
0AA5: call 4775488 num_params 1 pop 1 11@  
0AE9: pop_float 13@ 
if 
0AB1: call_scm_func @NONAME_1255 0 16@  
jf @NONAME_816 
if 
0AB1: call_scm_func @NONAME_821 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@  
jf @NONAME_816 
15@ += 0.0389 
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0 

:NONAME_816
0AB2: ret 0 

:NONAME_821
if 
  6@ == 5 
jf @NONAME_886 
7@ = 0.01 
8@ = 0.01 
9@ = 1.5607 
10@ = 1.5807 
jump @NONAME_991 

:NONAME_886
if 
  6@ == 6 
jf @NONAME_951 
7@ = 0.018 
8@ = 0.02 
9@ = 1.5507 
10@ = 1.5907 
jump @NONAME_991 

:NONAME_951
7@ = 0.0 
8@ = 0.0 
9@ = 1.5707 
10@ = 1.5707 

:NONAME_991
if and
0025:   2@ > 0@ // (float) 
0025:   3@ > 1@ // (float) 
jf @NONAME_1034 
0063: 5@ -= 8@ // (float) 
0087: 15@ = 5@ // (float) 

:NONAME_1034
if and
0025:   2@ > 0@ // (float) 
8035:   not  3@ >= 1@ // (float) 
jf @NONAME_1087 
5@ *= -1.0 
0063: 5@ -= 7@ // (float) 
0087: 15@ = 5@ // (float) 

:NONAME_1087
if and
8035:   not  2@ >= 0@ // (float) 
0025:   3@ > 1@ // (float) 
jf @NONAME_1130 
005B: 4@ += 9@ // (float) 
0087: 15@ = 4@ // (float) 

:NONAME_1130
if and
8035:   not  2@ >= 0@ // (float) 
8035:   not  3@ >= 1@ // (float) 
jf @NONAME_1183 
4@ *= -1.0 
0063: 4@ -= 10@ // (float) 
0087: 15@ = 4@ // (float) 

:NONAME_1183
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0 
0063: 11@ -= 15@ // (float) 
if and
   not 11@ >= 0.18 
  11@ > -0.18 
jf @NONAME_1245 
0485:   return_true 
jump @NONAME_1247 

:NONAME_1245
059A:   return_false 

:NONAME_1247
0AB2: ret 1 15@ 

:NONAME_1255
0A96: 0@ = actor $PLAYER_ACTOR struct 
0@ += 1816 
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 
if or
  1@ == 2 
  1@ == 3 
  1@ == 4 
  1@ == 5 
  1@ == 6 
  1@ == 7 
jf @NONAME_1345 
0485:   return_true 
jump @NONAME_1347 

:NONAME_1345
059A:   return_false 

:NONAME_1347
0AB2: ret 1 1@

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