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Спасибо за плагин, но хотелось бы сделать так, чтобы отображало время компьютера, а не изменяло игровое время.
kernel32.dll хранится в папке CLEO, но игра вылетает после create_thread...
Появилась проблема, что когда я ставлю create_thread, игра вылетает. Вот код самой функции получения локального времени компьютера.
:GetLocalTime
thread "GET_LOCAL_TIME"
wait 0
0AA2: 0@ = load_library "CLEO/kernel32.dll"
0AA4: 1@ = get_proc_address "GetLocalTime" library 0@
0AC8: 2@ = alloc mem 16
0AA5: call 1@ params 1 pop 0 2@
0085: 3@ = 2@
0A8D: $LOCAL_YEAR = read_memory 3@ size 2 virtual_protect 0 // wYear
3@ += 2
0A8D: $LOCAL_MONTH = read_memory 3@ size 2 virtual_protect 0 // wMonth
3@ += 2
0A8D: $LOCAL_DAY_OFF_WEAK = read_memory 3@ size 2 virtual_protect 0 // wDayOfWeek
3@ += 2
0A8D: $LOCAL_DAY = read_memory 3@ size 2 virtual_protect 0 // wDay
3@ += 2
0A8D: $LOCAL_HOUR = read_memory 3@ size 2 virtual_protect 0 // wHour
3@ += 2
0A8D: $LOCAL_MINUTE = read_memory 3@ size 2 virtual_protect 0 // wMinute
3@ += 2
0A8D: $LOCAL_SECOND = read_memory 3@ size 2 virtual_protect 0 // wSecond
3@ += 2
0A8D: $LOCAL_MILLI_SECONDS = read_memory 3@ size 2 virtual_protect 0 // wMilliseconds
0AC9: free_allocated_memory 3@
end_thread
И вот сам участок кода вывода текста времени:
:FPS_COUNTER_360
0342: set_text_draw_centered 1
03E0: draw_text_behind_textures 1
0340: set_text_draw_RGBA 180 180 180 $DEBUG_ALPHA
081C: draw_text_outline 1 RGBA 0 0 0 $DEBUG_ALPHA
033F: set_text_draw_letter_size $DEBUG_TEXT_SIZE_X $DEBUG_TEXT_SIZE_Y
if and
$LOCAL_HOUR > 9
$LOCAL_MINUTE > 9
jf @FPS_COUNTER_455
045B: draw_text_2numbers 545.0 3.0 GXT 'DBG23' numbers $LOCAL_HOUR $LOCAL_MINUTE
:FPS_COUNTER_455
if and
not $LOCAL_HOUR > 9
$LOCAL_MINUTE > 9
jf @FPS_COUNTER_507
045B: draw_text_2numbers 545.0 3.0 GXT 'DBG20' numbers $LOCAL_HOUR $LOCAL_MINUTE
:FPS_COUNTER_507
if and
not $LOCAL_HOUR > 9
not $LOCAL_MINUTE > 9
jf @FPS_COUNTER_559
045B: draw_text_2numbers 545.0 3.0 GXT 'DBG21' numbers $LOCAL_HOUR $LOCAL_MINUTE
:FPS_COUNTER_559
if and
$LOCAL_HOUR > 9
not $LOCAL_MINUTE > 9
jf @FPS_COUNTER_611
045B: draw_text_2numbers 545.0 3.0 GXT 'DBG22' numbers $LOCAL_HOUR $LOCAL_MINUTE
Как проблему с вылетом решить?
Всем привет форумчане! Подскажите, можно-ли в SCM или в CLEO сделать сихранизатор времени? Т.е если время компьютера например 13:29 то, и в игре тоже 13:29. Чтобы было реальное время.
Всем спасибо за помощь! Теперь текстура не моргает))) Всем спасибо за помощь! Удачи Вам!
Вот код:
:WEAPON_ICON
if
Player.Defined(0)
jf @WEAPON_ICON
0826: enable_hud 0
0390: load_txd_dictionary 'icon_weapon'
:WEAPON_ICON_2
wait 0
if
02D8: actor $PLAYER_ACTOR current_weapon == 1
jf @WEAPON_ICON_3
038F: load_texture "1" as 1
:WEAPON_ICON_3
if
02D8: actor $PLAYER_ACTOR current_weapon == 2
jf @WEAPON_ICON_4
038F: load_texture "2" as 1
:WEAPON_ICON_4
if
02D8: actor $PLAYER_ACTOR current_weapon == 3
jf @WEAPON_ICON_5
038F: load_texture "3" as 1
:WEAPON_ICON_5
if
02D8: actor $PLAYER_ACTOR current_weapon == 4
jf @WEAPON_ICON_6
038F: load_texture "4" as 1
:WEAPON_ICON_6
if
02D8: actor $PLAYER_ACTOR current_weapon == 5
jf @WEAPON_ICON_7
038F: load_texture "5" as 1
:WEAPON_ICON_7
if
02D8: actor $PLAYER_ACTOR current_weapon == 6
jf @WEAPON_ICON_8
038F: load_texture "6" as 1
:WEAPON_ICON_8
if
02D8: actor $PLAYER_ACTOR current_weapon == 7
jf @WEAPON_ICON_10
038F: load_texture "7" as 1
:WEAPON_ICON_10
if
02D8: actor $PLAYER_ACTOR current_weapon == 8
jf @WEAPON_ICON_11
038F: load_texture "8" as 1
:WEAPON_ICON_11
if
02D8: actor $PLAYER_ACTOR current_weapon == 9
jf @WEAPON_ICON_12
038F: load_texture "9" as 1
:WEAPON_ICON_12
if
02D8: actor $PLAYER_ACTOR current_weapon == 10
jf @WEAPON_ICON_13
038F: load_texture "10" as 1
:WEAPON_ICON_13
if
02D8: actor $PLAYER_ACTOR current_weapon == 11
jf @WEAPON_ICON_14
038F: load_texture "11" as 1
:WEAPON_ICON_14
if
02D8: actor $PLAYER_ACTOR current_weapon == 12
jf @WEAPON_ICON_15
038F: load_texture "12" as 1
:WEAPON_ICON_15
if
02D8: actor $PLAYER_ACTOR current_weapon == 13
jf @WEAPON_ICON_16
038F: load_texture "13" as 1
:WEAPON_ICON_16
if
02D8: actor $PLAYER_ACTOR current_weapon == 14
jf @WEAPON_ICON_17
038F: load_texture "14" as 1
:WEAPON_ICON_17
if
02D8: actor $PLAYER_ACTOR current_weapon == 15
jf @WEAPON_ICON_18
038F: load_texture "15" as 1
:WEAPON_ICON_18
if
02D8: actor $PLAYER_ACTOR current_weapon == 16
jf @WEAPON_ICON_20
038F: load_texture "16" as 1
:WEAPON_ICON_20
if
02D8: actor $PLAYER_ACTOR current_weapon == 17
jf @WEAPON_ICON_21
038F: load_texture "17" as 1
:WEAPON_ICON_21
if
02D8: actor $PLAYER_ACTOR current_weapon == 18
jf @WEAPON_ICON_22
038F: load_texture "18" as 1
:WEAPON_ICON_22
if
02D8: actor $PLAYER_ACTOR current_weapon == 22
jf @WEAPON_ICON_23
038F: load_texture "19" as 1
:WEAPON_ICON_23
if
02D8: actor $PLAYER_ACTOR current_weapon == 23
jf @WEAPON_ICON_24
038F: load_texture "20" as 1
:WEAPON_ICON_24
if
02D8: actor $PLAYER_ACTOR current_weapon == 24
jf @WEAPON_ICON_25
038F: load_texture "21" as 1
:WEAPON_ICON_25
if
02D8: actor $PLAYER_ACTOR current_weapon == 25
jf @WEAPON_ICON_26
038F: load_texture "22" as 1
:WEAPON_ICON_26
if
02D8: actor $PLAYER_ACTOR current_weapon == 26
jf @WEAPON_ICON_27
038F: load_texture "23" as 1
:WEAPON_ICON_27
if
02D8: actor $PLAYER_ACTOR current_weapon == 27
jf @WEAPON_ICON_28
038F: load_texture "24" as 1
:WEAPON_ICON_28
if
02D8: actor $PLAYER_ACTOR current_weapon == 28
jf @WEAPON_ICON_29
038F: load_texture "25" as 1
:WEAPON_ICON_29
if
02D8: actor $PLAYER_ACTOR current_weapon == 29
jf @WEAPON_ICON_30
038F: load_texture "26" as 1
:WEAPON_ICON_30
if
02D8: actor $PLAYER_ACTOR current_weapon == 32
jf @WEAPON_ICON_31
038F: load_texture "27" as 1
:WEAPON_ICON_31
if
02D8: actor $PLAYER_ACTOR current_weapon == 30
jf @WEAPON_ICON_32
038F: load_texture "28" as 1
:WEAPON_ICON_32
if
02D8: actor $PLAYER_ACTOR current_weapon == 31
jf @WEAPON_ICON_33
038F: load_texture "29" as 1
:WEAPON_ICON_33
if
02D8: actor $PLAYER_ACTOR current_weapon == 33
jf @WEAPON_ICON_34
038F: load_texture "30" as 1
:WEAPON_ICON_34
if
02D8: actor $PLAYER_ACTOR current_weapon == 34
jf @WEAPON_ICON_35
038F: load_texture "31" as 1
:WEAPON_ICON_35
if
02D8: actor $PLAYER_ACTOR current_weapon == 35
jf @WEAPON_ICON_36
038F: load_texture "32" as 1
:WEAPON_ICON_36
if
02D8: actor $PLAYER_ACTOR current_weapon == 36
jf @WEAPON_ICON_37
038F: load_texture "33" as 1
:WEAPON_ICON_37
if
02D8: actor $PLAYER_ACTOR current_weapon == 37
jf @WEAPON_ICON_38
038F: load_texture "34" as 1
:WEAPON_ICON_38
if
02D8: actor $PLAYER_ACTOR current_weapon == 38
jf @WEAPON_ICON_39
038F: load_texture "35" as 1
:WEAPON_ICON_39
if
02D8: actor $PLAYER_ACTOR current_weapon == 39
jf @WEAPON_ICON_40
038F: load_texture "36" as 1
:WEAPON_ICON_40
if
02D8: actor $PLAYER_ACTOR current_weapon == 40
jf @WEAPON_ICON_41
038F: load_texture "37" as 1
:WEAPON_ICON_41
if
02D8: actor $PLAYER_ACTOR current_weapon == 41
jf @WEAPON_ICON_42
038F: load_texture "38" as 1
:WEAPON_ICON_42
if
02D8: actor $PLAYER_ACTOR current_weapon == 42
jf @WEAPON_ICON_43
038F: load_texture "39" as 1
:WEAPON_ICON_43
if
02D8: actor $PLAYER_ACTOR current_weapon == 43
jf @WEAPON_ICON_44
038F: load_texture "40" as 1
:WEAPON_ICON_44
if
02D8: actor $PLAYER_ACTOR current_weapon == 44
jf @WEAPON_ICON_45
038F: load_texture "41" as 1
:WEAPON_ICON_45
if
02D8: actor $PLAYER_ACTOR current_weapon == 45
jf @WEAPON_ICON_46
038F: load_texture "42" as 1
:WEAPON_ICON_46
if
02D8: actor $PLAYER_ACTOR current_weapon == 46
jf @WEAPON_ICON_47
038F: load_texture "43" as 1
:WEAPON_ICON_47
03F0: enable_text_draw 1
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 1 position 555.0 35.0 size 35.0 40.0 RGBA 255 255 255 255
jump @WEAPON_ICON
Вот TXD-Файл:
https://yadi.sk/d/oBlfg-hD3Kiuui
То ли я, такой глупый, то ли ещё что-то. Но вариант от wmysterio не работает (
Исправленный вариант не работает.
Здравствуйте, дорогие форумчане! Вообщем, такая странная проблема у меня. В txd-файле "icon_weapon.txd" хранятся иконки оружия. Но, проблема в том, что, когда я вывожу текстуру (Иконок оружия), она моргает каждую секунду. Помогите пожалуйста это исправить.
Вот код:
:WEAPON_ICON
thread 'ICON_W'
wait 0
if
Player.Defined(0)
jf @WEAPON_ICON
0826: enable_hud 0
0390: load_txd_dictionary 'icon_weapon'
03F0: enable_text_draw 1
03E3: set_texture_to_be_drawn_antialiased 1
:WEAPON_ICON_2
wait 0
if
02D8: actor $PLAYER_ACTOR current_weapon == 1
jf @WEAPON_ICON_3
038F: load_texture "1" as 1
:WEAPON_ICON_3
if
02D8: actor $PLAYER_ACTOR current_weapon == 2
jf @WEAPON_ICON_4
038F: load_texture "2" as 1
:WEAPON_ICON_4
if
02D8: actor $PLAYER_ACTOR current_weapon == 3
jf @WEAPON_ICON_5
038F: load_texture "3" as 1
:WEAPON_ICON_5
if
02D8: actor $PLAYER_ACTOR current_weapon == 4
jf @WEAPON_ICON_6
038F: load_texture "4" as 1
:WEAPON_ICON_6
if
02D8: actor $PLAYER_ACTOR current_weapon == 5
jf @WEAPON_ICON_7
038F: load_texture "5" as 1
:WEAPON_ICON_7
if
02D8: actor $PLAYER_ACTOR current_weapon == 6
jf @WEAPON_ICON_8
038F: load_texture "6" as 1
:WEAPON_ICON_8
if
02D8: actor $PLAYER_ACTOR current_weapon == 7
jf @WEAPON_ICON_10
038F: load_texture "7" as 1
:WEAPON_ICON_10
if
02D8: actor $PLAYER_ACTOR current_weapon == 8
jf @WEAPON_ICON_11
038F: load_texture "8" as 1
:WEAPON_ICON_11
if
02D8: actor $PLAYER_ACTOR current_weapon == 9
jf @WEAPON_ICON_12
038F: load_texture "9" as 1
:WEAPON_ICON_12
if
02D8: actor $PLAYER_ACTOR current_weapon == 10
jf @WEAPON_ICON_13
038F: load_texture "10" as 1
:WEAPON_ICON_13
if
02D8: actor $PLAYER_ACTOR current_weapon == 11
jf @WEAPON_ICON_14
038F: load_texture "11" as 1
:WEAPON_ICON_14
if
02D8: actor $PLAYER_ACTOR current_weapon == 12
jf @WEAPON_ICON_15
038F: load_texture "12" as 1
:WEAPON_ICON_15
if
02D8: actor $PLAYER_ACTOR current_weapon == 13
jf @WEAPON_ICON_16
038F: load_texture "13" as 1
:WEAPON_ICON_16
if
02D8: actor $PLAYER_ACTOR current_weapon == 14
jf @WEAPON_ICON_17
038F: load_texture "14" as 1
:WEAPON_ICON_17
if
02D8: actor $PLAYER_ACTOR current_weapon == 15
jf @WEAPON_ICON_18
038F: load_texture "15" as 1
:WEAPON_ICON_18
if
02D8: actor $PLAYER_ACTOR current_weapon == 16
jf @WEAPON_ICON_20
038F: load_texture "16" as 1
:WEAPON_ICON_20
if
02D8: actor $PLAYER_ACTOR current_weapon == 17
jf @WEAPON_ICON_21
038F: load_texture "17" as 1
:WEAPON_ICON_21
if
02D8: actor $PLAYER_ACTOR current_weapon == 18
jf @WEAPON_ICON_22
038F: load_texture "18" as 1
:WEAPON_ICON_22
if
02D8: actor $PLAYER_ACTOR current_weapon == 22
jf @WEAPON_ICON_23
038F: load_texture "19" as 1
:WEAPON_ICON_23
if
02D8: actor $PLAYER_ACTOR current_weapon == 23
jf @WEAPON_ICON_24
038F: load_texture "20" as 1
:WEAPON_ICON_24
if
02D8: actor $PLAYER_ACTOR current_weapon == 24
jf @WEAPON_ICON_25
038F: load_texture "21" as 1
:WEAPON_ICON_25
if
02D8: actor $PLAYER_ACTOR current_weapon == 25
jf @WEAPON_ICON_26
038F: load_texture "22" as 1
:WEAPON_ICON_26
if
02D8: actor $PLAYER_ACTOR current_weapon == 26
jf @WEAPON_ICON_27
038F: load_texture "23" as 1
:WEAPON_ICON_27
if
02D8: actor $PLAYER_ACTOR current_weapon == 27
jf @WEAPON_ICON_28
038F: load_texture "24" as 1
:WEAPON_ICON_28
if
02D8: actor $PLAYER_ACTOR current_weapon == 28
jf @WEAPON_ICON_29
038F: load_texture "25" as 1
:WEAPON_ICON_29
if
02D8: actor $PLAYER_ACTOR current_weapon == 29
jf @WEAPON_ICON_30
038F: load_texture "26" as 1
:WEAPON_ICON_30
if
02D8: actor $PLAYER_ACTOR current_weapon == 32
jf @WEAPON_ICON_31
038F: load_texture "27" as 1
:WEAPON_ICON_31
if
02D8: actor $PLAYER_ACTOR current_weapon == 30
jf @WEAPON_ICON_32
038F: load_texture "28" as 1
:WEAPON_ICON_32
if
02D8: actor $PLAYER_ACTOR current_weapon == 31
jf @WEAPON_ICON_33
038F: load_texture "29" as 1
:WEAPON_ICON_33
if
02D8: actor $PLAYER_ACTOR
current_weapon == 33
jf @WEAPON_ICON_34
038F: load_texture "30" as 1
:WEAPON_ICON_34
if
02D8: actor $PLAYER_ACTOR current_weapon == 34
jf @WEAPON_ICON_35
038F: load_texture "31" as 1
:WEAPON_ICON_35
if
02D8: actor $PLAYER_ACTOR current_weapon == 35
jf @WEAPON_ICON_36
038F: load_texture "32" as 1
:WEAPON_ICON_36
if
02D8: actor $PLAYER_ACTOR current_weapon == 36
jf @WEAPON_ICON_37
038F: load_texture "33" as 1
:WEAPON_ICON_37
if
02D8: actor $PLAYER_ACTOR current_weapon == 37
jf @WEAPON_ICON_38
038F: load_texture "34" as 1
:WEAPON_ICON_38
if
02D8: actor $PLAYER_ACTOR current_weapon == 38
jf @WEAPON_ICON_39
038F: load_texture "35" as 1
:WEAPON_ICON_39
if
02D8: actor $PLAYER_ACTOR current_weapon == 39
jf @WEAPON_ICON_40
038F: load_texture "36" as 1
:WEAPON_ICON_40
if
02D8: actor $PLAYER_ACTOR current_weapon == 40
jf @WEAPON_ICON_41
038F: load_texture "37" as 1
:WEAPON_ICON_41
if
02D8: actor $PLAYER_ACTOR current_weapon == 41
jf @WEAPON_ICON_42
038F: load_texture "38" as 1
:WEAPON_ICON_42
if
02D8: actor $PLAYER_ACTOR current_weapon == 42
jf @WEAPON_ICON_43
038F: load_texture "39" as 1
:WEAPON_ICON_43
if
02D8: actor $PLAYER_ACTOR current_weapon == 43
jf @WEAPON_ICON_44
038F: load_texture "40" as 1
:WEAPON_ICON_44
if
02D8: actor $PLAYER_ACTOR current_weapon == 44
jf @WEAPON_ICON_45
038F: load_texture "41" as 1
:WEAPON_ICON_45
if
02D8: actor $PLAYER_ACTOR current_weapon == 45
jf @WEAPON_ICON_46
038F: load_texture "42" as 1
:WEAPON_ICON_46
if
02D8: actor $PLAYER_ACTOR current_weapon == 46
jf @WEAPON_ICON_47
038F: load_texture "43" as 1
:WEAPON_ICON_47
wait 0
038D: draw_texture 1 position 555.0 35.0 size 35.0 40.0 RGBA 255 255 255 255
jump @WEAPON_ICON