#26 Re: Вопросы по скриптингу » Вопросы по опкодам » 06-05-2010 10:52

Первое и последнее работает 100%. Я сам их использовал.

#27 Re: Беседка » Тут был X|0r!!! И оставил "тут есть ххакеры" » 04-05-2010 09:25

Скачал Reshack или Restorator, и думаешь, что можешь взламывать проги? xD

#28 Re: Беседка » Тут был X|0r!!! И оставил "тут есть ххакеры" » 04-05-2010 01:56

И что это такое? Флудо бред человека, который немного научился делать скрипты и теперь думает, что он хакер и флудит?

#29 Re: GTA Modding » Is radar enabled opcode/check? » 28-04-2010 09:31

Use this:

0A8D: 0@ = read_memory 0xBAA3FB size 4 virtual_protect 0
if
0@ == 0
then
// radar disabled
end

#30 Re: Беседка » Пишу глобальный мод!.. » 25-04-2010 09:05

А кто-нибудь знает, как заставить тюнинговать машину, которую в интернете я скачал? А то их делают, но не думают о тюнинге и игра вылетает. Что за зап части надо в машину засунуть, чтобы я мог тюнинговать?

#31 Re: Вопросы по скриптингу » Один вопрос » 23-04-2010 23:10

У меня такое тоже бывает. Это получается если ты задаешь текстуре цвет. Тоже интересует ответ на вопрос.

#32 Re: Вопросы по скриптингу » Один вопрос » 23-04-2010 04:05

Не могли бы помочь с координатами колес? Или это искать сложно? Просто не хотелось бы пользоваться store_coords_car, так как машины разные, позиции колес разные.

#33 Re: Вопросы по скриптингу » Один вопрос » 22-04-2010 03:31

Как узнать координаты всех 4х колес у машины? Например, там, где создается эффект проколотого колеса (искры).

#34 Re: Серия GTA » GTA IV exe для Alice » 21-04-2010 06:32

Хорошо, дайте кто-нибуь ссылку на нужный кряк.
P.S. Что за чушь, ребята? Качать кряк для лицензии.

#36 Re: Вопросы по скриптингу » Один вопрос » 20-04-2010 08:08

Стоит транспорт. Рядом с транспортом стоит пешеход.
04C4: store_coords 0@ 1@ 2@ from_actor 6@ with_offset 3@ 4@ 5@

В переменных 3@ 4@ 5@ должен быть оффсет с координатой позиции пешехода. Как сделать?

#37 Re: Вопросы по скриптингу » Декомпиляция accessory.cs » 18-04-2010 07:44

Вот исходник этого скрипта:

{$VERSION 3.1.0023}
{$CLEO .cs}

thread 'ACCES'

{
 0@ Memory 
 1@ Current Weapon
 2@ Weapon Model / Aim Mode
 3@ Weapon Obj
 4@ Aim X
 5@ Aim Y
 6@ Aim Z
 7@ X
 8@ Y
 9@ Z
10@ X
11@ Y
12@ Z
13@ Distance
14@ Turret Dummy
15@ Greande
16@ Flash Light
17@ Flash Flag
18@ Aim X
19@ Aim Y
20@ Aim Z
21@ Sirenced Flag
22@ Fire X
23@ Fire Y
24@ Fire Z
25@ Fire Time
26@ Damage
27@ Range
28@ Sub Weapon
29@ Scope Flag
30@ Locked Actpr
31@ Locked Obj
32@ Secondary Timer
33@ Primary Timer 
}

const
KEY_LGT = 11
KEY_SEC = 8
KEY_SGT = 9
KEY_SPR = 10
KEY_SWS = 19
end

:ACCES_I
wait 0
0006: 30@ = -229908 
if 
0038:   &0(30@,1i) == 0x574D4F44
jf @ACCES_I
0004: &0(30@,1i) = 0x574D4F00
03E5: show_text_box 'CHEAT1'

:ACCES_0
wait 0
0006: 30@ = -229908 
if 
0038:   &0(30@,1i) == 0x574D4F44
then
    0004: &0(30@,1i) = 0x574D4F00
    03E5: show_text_box 'CHEAT8'
    jump @ACCES_I
end
gosub @ACCES_GREN
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if or
0021:   5@ > 0.5
80E1:   not player 0 pressed_key 6 
jf @ACCES_1
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x475 
0A8D: 8@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 0x1
0A8D: 9@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 0x2A2
0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0
if and
0019:   8@ > 0x7F 
001B:   0xF > 9@ 
0029:   0@ >= 2 
002B:   7 >= 0@ 
jf @ACCES_0

:ACCES_1
000A: 0@ += 1 
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 0@ weapon 1@ ammo 3@ model 2@ 
if and
8039:   not 1@ == 0
8039:   not 3@ == 0
jf @ACCES_0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0
0107: 3@ = create_object 2@ at 4@ 5@ 6@
070A: AS_actor $PLAYER_ACTOR attach_to_object 3@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 
0382: set_object 3@ collision_detection 0 
0085: 0@ = 1@ // (int) 
0012: 0@ *= 0x70
000A: 0@ += 0xC8AAC0
0A8D: 27@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x1A
0A8D: 26@ = read_memory 0@ size 2 virtual_protect 0
000A: 0@ += 0x2
0A8D: 22@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 23@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4                                    
0A8D: 24@ = read_memory 0@ size 4 virtual_protect 0 
000A: 0@ += 0x18                                    
0A8D: 25@ = read_memory 0@ size 4 virtual_protect 0 
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000E: 0@ -= @ACCES_ANIM
000A: 1@ += -22
0012: 1@ *= 2 
005A: 0@ += 1@ // (int) 
0016: 1@ /= 2 
000A: 1@ += 22
0A8D: 0@ = read_memory 0@ size 2 virtual_protect 0
0093: 0@ = integer 0@ to_float 
0013: 25@ *= 30.0
0073: 0@ /= 25@ // (float) 
0007: 25@ = 1000.0 
0073: 25@ /= 0@ // (float) 
0092: 25@ = float 25@ to_integer 
0390: load_txd_dictionary 'mod_acc' 
038F: load_texture "dot" as 1 // Load dictionary with 0390 first 
038F: load_texture "scope" as 2 // Load dictionary with 0390 first 
038F: load_texture "dark" as 3 // Load dictionary with 0390 first 
038F: load_texture "black" as 4 // Load dictionary with 0390 first 
038F: load_texture "sec_he" as 5 // Load dictionary with 0390 first 
038F: load_texture "sec_sg" as 6 // Load dictionary with 0390 first 
038F: load_texture "sec_fb" as 7 // Load dictionary with 0390 first 
038F: load_texture "sec_st" as 8 // Load dictionary with 0390 first 
038F: load_texture "spr_on" as 9 // Load dictionary with 0390 first 
038F: load_texture "lgt_on" as 10 // Load dictionary with 0390 first 
038F: load_texture "sgt_laser" as 11 // Load dictionary with 0390 first 
038F: load_texture "sgt_dot" as 12 // Load dictionary with 0390 first 
038F: load_texture "sgt_x35" as 13 // Load dictionary with 0390 first 
038F: load_texture "sgt_x70" as 14 // Load dictionary with 0390 first 
03F0: enable_text_draw 1 
0247: load_model #GRENADE
0247: load_model #TEARGAS
0247: load_model #FLARE
0247: load_model 1582
038B: load_requested_models 

:ACCES_2
wait 0
gosub @ACCES_GREN
if
0248:   model #GRENADE available 
0248:   model #TEARGAS available 
0248:   model #FLARE available 
0248:   model 1582 available 
jf @ACCES_2
if and
0019:   21@ > 1
82D8:   not actor $PLAYER_ACTOR current_weapon == 25 
82D8:   not actor $PLAYER_ACTOR current_weapon == 26 
82D8:   not actor $PLAYER_ACTOR current_weapon == 27 
82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
82D8:   not actor $PLAYER_ACTOR current_weapon == 37 
then 
    0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0
end
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if and
0021:   5@ > 0.5
0019:   29@ > 3
82D8:   not actor $PLAYER_ACTOR current_weapon == 34 
82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
then 
    04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -50.0
    0107: 14@ = create_object 1582 at 4@ 5@ 6@
    0750: set_object 14@ visibility 0 
    09CA: set_object 14@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
    069B: attach_object 14@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5 rotation 0.0 0.0 0.0 
    0682: detach_object 14@ 0.0 0.0 0.0 collision_detection 0 
    0470: 13@ = actor $PLAYER_ACTOR current_weapon 
    04F4: put_actor $PLAYER_ACTOR into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 0.3 orientation 0 both_side_angle_limit 360.0 lock_weapon 13@
    0382: set_object 14@ collision_detection 1
    0392: make_object 14@ moveable 1 
    0906: set_object 14@ mass_to 50.0 // float 
    0908: set_object 14@ turn_mass_to 50000.0 // float 
    0172: 13@ = actor $PLAYER_ACTOR Z_angle 
    000F: 13@ -= 90.0 
    0858: set_player $PLAYER_CHAR scan_horizon_to_angle 13@ rotation_speed 3600.0 
    0A8D: 2@ = read_memory 0xB6EC2E size 1 virtual_protect 0
    0A8C: write_memory 0xB6EC2E size 1 value 1 virtual_protect 0
end

:ACCES_3
wait 0
gosub @ACCES_GREN
if and
03CA:   object 14@ exists 
0019:   29@ > 3
82D8:   not actor $PLAYER_ACTOR current_weapon == 34 
82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
then 
    059F: get_object 14@ velocity_in_direction 7@ 8@ 12@ 
    0494: get_joystick 0 data_to 7@ 8@ 9@ 9@ 
    0093: 7@ = integer 7@ to_float 
    0093: 8@ = integer 8@ to_float 
    0017: 7@ /= 48.0 
    0017: 8@ /= 48.0 
    0172: 9@ = actor $PLAYER_ACTOR Z_angle 
    0453: set_object 14@ XY_rotation 0.0 0.0 angle 9@ 
    05A2: set_object 14@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass 
    0087: 13@ = 7@ // (float) 
    0087: 7@ = 8@ // (float) 
    0013: 8@ *= -1.0
    02F6: 10@ = cosine 9@ // (float) 
    02F7: 11@ = sine 9@ // (float) 
    006B: 7@ *= 10@ // (float) 
    006B: 8@ *= 11@ // (float) 
    02F7: 10@ = sine 9@ // (float) 
    02F6: 11@ = cosine 9@ // (float) 
    006B: 10@ *= 13@ // (float) 
    006B: 11@ *= 13@ // (float) 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    01BB: store_object 14@ position_to 10@ 11@ 9@
    02CE: 10@ = ground_z_at 10@ 11@ 9@
    000B: 10@ += 0.5
    0063: 9@ -= 10@ // (float) 
    0087: 11@ = 9@ // (float) 
    0013: 9@ *= -27.5
    if and
    0021:   9@ > 0.0 
    0025:   9@ > 12@ // (float) 
    then
        0087: 12@ = 9@ // (float) 
    end
    if and
    0023:   0.5 > 11@ 
    0023:   1.1 > 12@ 
    then
        0007: 12@ = 1.1
    end
    0381: throw_object 14@ velocity_in_direction 7@ 8@ 12@ 
end
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if
03CA:   object 14@ exists 
then
    if or
    00E1:   player 0 pressed_key 4 
    00E1:   player 0 pressed_key 6 
    00E1:   player 0 pressed_key 17 
    jf @ACCES_8 
end
if or
0021:   5@ > 0.5
80E1:   not player 0 pressed_key 6 
jf @ACCES_4
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x71C
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if
0039:   0@ == 0
jf @ACCES_5
if
03CA:   object 31@ exists 
then
    0108: destroy_object 31@ 
end
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x475 
0A8D: 8@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 0x1
0A8D: 9@ = read_memory 0@ size 1 virtual_protect 0
000A: 0@ += 0x2A2
0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0
if and
0019:   8@ > 0x7F 
001B:   0xF > 9@ 
0029:   0@ >= 2 
002B:   7 >= 0@ 
jf @ACCES_8
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x47C
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if and
8039:   not 0@ == 0
jf @ACCES_4
000A: 0@ += 0x2C
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if
8039:   not 0@ == 0
jf @ACCES_4
000A: 0@ += 0x8
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
if
8039:   not 0@ == 0
jf @ACCES_4
000A: 0@ += 0x30
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4                                    
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0 
068D: get_camera_position_to 7@ 8@ 9@
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
0063: 6@ -= 9@ // (float)
jump @ACCES_7

:ACCES_4
068D: get_camera_position_to 7@ 8@ 9@
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if or
8021:   not 5@ > 0.5
00E1:   player 0 pressed_key 6 
jf @ACCES_6 
068E: get_camera_target_point_to 4@ 5@ 6@
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
0063: 6@ -= 9@ // (float) 
0509: 5@ = distance_between_XY 4@ 5@ and_XY 0.0 0.0
gosub @ATAN 
0801: get_camera_zoom_factor_to 13@ // float 
0801: get_camera_zoom_factor_to 6@ // float 
0017: 6@ /= 35.0
0013: 6@ *= -1.2
000B: 6@ += 16.4 
0073: 13@ /= 6@ // (float) 
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if 
0021:   5@ > 0.5 
then
    0A8D: 6@ = read_memory 0xC3EFA4 size 4 virtual_protect 0
    0013: 13@ *= 1.6
    0073: 13@ /= 6@ // (float) 
    005B: 4@ += 13@ // (float) 
    006B: 13@ *= 6@ // (float) 
    0017: 13@ /= 1.6 
else
    0007: 13@ = 0.0 
end 
02F7: 5@ = sine 4@ // (float) 
02F6: 6@ = cosine 4@ // (float) 
0013: 6@ *= -1.0
0017: 13@ /= 200.0 
0656: get_angle 4@ absolute_degrees_to 4@ 
000B: 4@ += -270.0
0097: make 4@ absolute_float 
0017: 4@ /= 90.0 
006B: 4@ *= 4@ // (float) 
006B: 4@ *= 13@ // (float) 
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 4@ 6@ 5@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
0063: 6@ -= 9@ // (float)
068D: get_camera_position_to 7@ 8@ 9@
jump @ACCES_7

:ACCES_5
0A8D: 7@ = read_memory 0xB74490 size 4 virtual_protect 0
0A8D: 8@ = read_memory 7@ size 4 virtual_protect 0
000A: 7@ += 8 
0A8D: 9@ = read_memory 7@ size 4 virtual_protect 0
0012: 9@ *= 0x7C4
005A: 9@ += 8@ // (int)
if and 
002D:   0@ >= 8@ // (int) 
001D:   9@ > 0@ // (int) 
then
    000A: 7@ += -4 
    0A8D: 9@ = read_memory 7@ size 4 virtual_protect 0
    0085: 7@ = 0@ // (int) 
    0062: 7@ -= 8@ // (int) 
    0016: 7@ /= 0x7C4
    005A: 9@ += 7@ // (int) 
    0A8D: 9@ = read_memory 9@ size 1 virtual_protect 0
    0012: 7@ *= 0x100
    005A: 7@ += 9@ // (int) 
    if
    056D:   actor 7@ defined 
    then
        if or
        83CA:   not object 31@ exists 
        803B:   not 30@ == 7@ // (int)
        then 
            if
            03CA:   object 31@ exists 
            then
                0108: destroy_object 31@ 
            end
            0085: 30@ = 7@ // (int) 
            04C4: store_coords_to 7@ 8@ 9@ from_actor 30@ with_offset 0.0 0.0 -50.0
            0107: 31@ = create_object 1582 at 7@ 8@ 9@
            070A: AS_actor 30@ attach_to_object 31@ offset 0.15 0.0 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1 
            0382: set_object 31@ collision_detection 0
            0566: link_object 31@ to_interior 1 
            0750: set_object 31@ visibility 0 
            09CA: set_object 31@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
        end
        if
        8474:   not actor 30@ near_object_in_cube 31@ radius 0.5 0.5 1.5 flag 0 
        then
            070A: AS_actor 30@ attach_to_object 31@ offset 0.15 0.0 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1 
            0382: set_object 31@ collision_detection 0
            0750: set_object 31@ visibility 0 
            09CA: set_object 31@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
        end
        0400: store_coords_to 4@ 5@ 6@ from_object 31@ with_offset 0.0 0.0 0.0 
        068D: get_camera_position_to 7@ 8@ 9@
        0063: 4@ -= 7@ // (float) 
        0063: 5@ -= 8@ // (float) 
        0063: 6@ -= 9@ // (float) 
        jump @ACCES_7
    end
end
000A: 0@ += 0x14
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x30
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
000A: 0@ += 0x4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
000B: 6@ += 0.5
jump @ACCES_7

:ACCES_6
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
0063: 6@ -= 9@ // (float) 
0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
jump @ACCES_7

:ACCES_7
050A: 13@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 0.0 0.0 0.0
0073: 4@ /= 13@ // (float) 
0073: 5@ /= 13@ // (float) 
0073: 6@ /= 13@ // (float) 
0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 0.0 0.0 0.0 
050A: 13@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
000B: 13@ += 0.5
006B: 4@ *= 13@ // (float) 
006B: 5@ *= 13@ // (float) 
006B: 6@ *= 13@ // (float) 
005B: 7@ += 4@ // (float) 
005B: 8@ += 5@ // (float) 
005B: 9@ += 6@ // (float)
0017: 13@ /= 10.0 
0073: 4@ /= 13@ // (float) 
0073: 5@ /= 13@ // (float) 
0073: 6@ /= 13@ // (float) 
for 0@ = 0 to 10
    0087: 10@ = 7@ // (float) 
    0087: 11@ = 8@ // (float) 
    0087: 12@ = 9@ // (float) 
    005B: 7@ += 4@ // (float) 
    005B: 8@ += 5@ // (float) 
    005B: 9@ += 6@ // (float)
    if
    0039:   0@ == 10
    then
        0087: 18@ = 7@ // (float) 
        0087: 19@ = 8@ // (float) 
        0087: 20@ = 9@ // (float) 
        if or
        0039:   29@ == 2
        0039:   29@ == 3
        then
            04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0
        end 
        break
    end
    if 
    86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0 
    then
        0063: 7@ -= 4@ // (float) 
        0063: 8@ -= 5@ // (float) 
        0063: 9@ -= 6@ // (float) 
        0017: 4@ /= 10.0 
        0017: 5@ /= 10.0 
        0017: 6@ /= 10.0 
        for 0@ = 0 to 9
            0087: 10@ = 7@ // (float) 
            0087: 11@ = 8@ // (float) 
            0087: 12@ = 9@ // (float) 
            005B: 7@ += 4@ // (float) 
            005B: 8@ += 5@ // (float) 
            005B: 9@ += 6@ // (float)
            if 
            86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0 
            then
                0063: 7@ -= 4@ // (float) 
                0063: 8@ -= 5@ // (float) 
                0063: 9@ -= 6@ // (float) 
                0017: 4@ /= 10.0 
                0017: 5@ /= 10.0 
                0017: 6@ /= 10.0 
                for 0@ = 0 to 9
                    0087: 10@ = 7@ // (float) 
                    0087: 11@ = 8@ // (float) 
                    0087: 12@ = 9@ // (float) 
                    005B: 7@ += 4@ // (float) 
                    005B: 8@ += 5@ // (float) 
                    005B: 9@ += 6@ // (float)
                    if 
                    86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0 
                    then
                        0063: 7@ -= 4@ // (float) 
                        0063: 8@ -= 5@ // (float) 
                        0063: 9@ -= 6@ // (float) 
                        0017: 4@ /= 10.0 
                        0017: 5@ /= 10.0 
                        0017: 6@ /= 10.0 
                        for 0@ = 0 to 9
                            0087: 10@ = 7@ // (float) 
                            0087: 11@ = 8@ // (float) 
                            0087: 12@ = 9@ // (float) 
                            005B: 7@ += 4@ // (float) 
                            005B: 8@ += 5@ // (float) 
                            005B: 9@ += 6@ // (float)
                            if 
                            86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 0 object 1 particle 0 
                            then
                                0087: 18@ = 7@ // (float) 
                                0087: 19@ = 8@ // (float) 
                                0087: 20@ = 9@ // (float) 
                                0063: 7@ -= 4@ // (float) 
                                0063: 8@ -= 5@ // (float) 
                                0063: 9@ -= 6@ // (float) 
                                if or
                                0039:   29@ == 2
                                0039:   29@ == 3
                                then
                                    04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0
                                end 
                                break
                            end
                            if 
                            86BD:   not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 0 car 0 actor 1 object 0 particle 0 
                            then
                                0087: 18@ = 7@ // (float) 
                                0087: 19@ = 8@ // (float) 
                                0087: 20@ = 9@ // (float) 
                                0013: 4@ *= 26.0
                                0013: 5@ *= 26.0
                                0013: 6@ *= 26.0
                                0063: 7@ -= 4@ // (float) 
                                0063: 8@ -= 5@ // (float) 
                                0063: 9@ -= 6@ // (float) 
                                if or
                                0039:   29@ == 2
                                0039:   29@ == 3
                                then
                                    04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0
                                end 
                                break
                            end
                        end
                        break
                    end
                end
                break
            end 
        end  
        break
    end
end
if or
0039:   29@ == 2
0039:   29@ == 3
then
    000B: 24@ += -0.1
    0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
    000B: 24@ += 0.1
    0087: 10@ = 18@ // (float) 
    0087: 11@ = 19@ // (float) 
    0087: 12@ = 20@ // (float) 
    0063: 10@ -= 7@ // (float) 
    0063: 11@ -= 8@ // (float) 
    0063: 12@ -= 9@ // (float) 
    050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
    0017: 13@ /= 0.025 
    0073: 10@ /= 13@ // (float) 
    0073: 11@ /= 13@ // (float) 
    0073: 12@ /= 13@ // (float) 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 128 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 124 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 120 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 116 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 112 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 108 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 104 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 100 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 96 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 92 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 88 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 84 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 80 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 76 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 72 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 68 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 64 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 60 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 56 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 52 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 48 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 44 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 40 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 36 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 32 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 28 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 24 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 20 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 16 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 12 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 8 0 0 
    005B: 7@ += 10@ // (float) 
    005B: 8@ += 11@ // (float) 
    005B: 9@ += 12@ // (float) 
    04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 4 0 0 
end 
050A: 13@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 0.0 0.0 0.0
0073: 4@ /= 13@ // (float) 
0073: 5@ /= 13@ // (float) 
0073: 6@ /= 13@ // (float) 
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 25 
82D8:   not actor $PLAYER_ACTOR current_weapon == 26 
82D8:   not actor $PLAYER_ACTOR current_weapon == 27 
82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
82D8:   not actor $PLAYER_ACTOR current_weapon == 37 
then
    0085: 0@ = 21@ // (int) 
    0016: 0@ /= 2 
    0012: 0@ *= 2 
    0062: 0@ -= 21@ // (int) 
    if and
    0039:   0@ == 0
    00E1:   player 0 pressed_key KEY_SPR 
    then
        000A: 21@ += 1 
    end
    if and
    8039:   not 0@ == 0
    80E1:   not player 0 pressed_key KEY_SPR 
    then
        000A: 21@ += 1
        if 
        0039:   21@ == 2
        then
            0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
        end
        if 
        0039:   21@ == 4
        then
            0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
            0006: 21@ = 0
        end
    end
end 
0085: 0@ = 17@ // (int) 
0016: 0@ /= 2 
0012: 0@ *= 2 
0062: 0@ -= 17@ // (int) 
if and
0039:   0@ == 0
00E1:   player 0 pressed_key KEY_LGT 
then
    000A: 17@ += 1 
end
if and
8039:   not 0@ == 0
80E1:   not player 0 pressed_key KEY_LGT 
then
    000A: 17@ += 1
    if 
    0039:   17@ == 4
    then
        if
        06B3:   searchlight 16@ active 
        then
            06B2: destroy_searchlight 16@ 
        end
        0006: 17@ = 0
    end
end
0085: 0@ = 28@ // (int) 
0016: 0@ /= 2 
0012: 0@ *= 2 
0062: 0@ -= 28@ // (int) 
if and
0039:   0@ == 0
00E1:   player 0 pressed_key KEY_SEC
then
    000A: 28@ += 1 
end
if and
8039:   not 0@ == 0
80E1:   not player 0 pressed_key KEY_SEC 
then
    000A: 28@ += 1
    if 
    0039:   28@ == 10
    then
        0006: 28@ = 0
    end
end
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 25 
82D8:   not actor $PLAYER_ACTOR current_weapon == 26 
82D8:   not actor $PLAYER_ACTOR current_weapon == 27 
82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
82D8:   not actor $PLAYER_ACTOR current_weapon == 37 
then
    0085: 0@ = 29@ // (int) 
    0016: 0@ /= 2 
    0012: 0@ *= 2 
    0062: 0@ -= 29@ // (int) 
    if and
    0039:   0@ == 0
    00E1:   player 0 pressed_key KEY_SGT
    then
        000A: 29@ += 1 
    end
    if and
    8039:   not 0@ == 0
    80E1:   not player 0 pressed_key KEY_SGT 
    then
        097B: play_audio_at_object 3@ event 1015 
        000A: 29@ += 1
        if 
        0039:   29@ == 4
        then
            068D: get_camera_position_to 7@ 8@ 9@
            04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8
            050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
            if and
            0021:   5@ > 0.5
            82D8:   not actor $PLAYER_ACTOR current_weapon == 34 
            82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
            82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
            then 
                04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -10.0
                0107: 14@ = create_object 1582 at 4@ 5@ 6@
                0750: set_object 14@ visibility 0 
                09CA: set_object 14@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
                069B: attach_object 14@ to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -0.5 rotation 0.0 0.0 0.0 
                0682: detach_object 14@ 0.0 0.0 0.0 collision_detection 0 
                0470: 13@ = actor $PLAYER_ACTOR current_weapon 
                04F4: put_actor $PLAYER_ACTOR into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 0.3 orientation 0 both_side_angle_limit 360.0 lock_weapon 13@
                0382: set_object 14@ collision_detection 1
                0392: make_object 14@ moveable 1 
                0906: set_object 14@ mass_to 50.0 // float 
                0908: set_object 14@ turn_mass_to 50000.0 // float 
                0172: 13@ = actor $PLAYER_ACTOR Z_angle 
                000F: 13@ -= 90.0 
                0858: set_player $PLAYER_CHAR scan_horizon_to_angle 13@ rotation_speed 3600.0 
                0A8D: 2@ = read_memory 0xB6EC2E size 1 virtual_protect 0
                0A8C: write_memory 0xB6EC2E size 1 value 1 virtual_protect 0
            end
        end
        if 
        0039:   29@ == 10
        then
            if and
            03CA:   object 14@ exists 
            82D8:   not actor $PLAYER_ACTOR current_weapon == 34 
            82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
            82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
            then 
                0A8C: write_memory 0xB6EC2E size 1 value 2@ virtual_protect 0
                0465: remove_actor $PLAYER_ACTOR from_turret_mode 
                0108: destroy_object 14@ 
            end
            0006: 29@ = 0
        end
    end
    if or
    0039:   29@ == 4
    0039:   29@ == 5
    then
        038D: draw_texture 3 position 40.0 224.5 size 80.0 480.0 RGBA 255 0 0 255 
        038D: draw_texture 1 position 200.0 224.5 size 240.0 480.0 RGBA 255 0 0 255 
        038D: draw_texture 1 position 440.0 224.5 size -240.0 480.0 RGBA 255 0 0 255 
        038D: draw_texture 3 position 600.0 224.5 size 80.0 480.0 RGBA 255 0 0 255 
    end
    if
    0019:   29@ > 5
    then
        038D: draw_texture 4 position 40.0 224.5 size 80.0 480.0 RGBA 0 0 0 255 
        038D: draw_texture 2 position 200.0 104.5 size 240.0 240.0 RGBA 0 0 0 255 
        038D: draw_texture 2 position 440.0 104.5 size -240.0 240.0 RGBA 0 0 0 255 
        038D: draw_texture 2 position 200.0 344.5 size 240.0 -240.0 RGBA 0 0 0 255 
        038D: draw_texture 2 position 440.0 344.5 size -240.0 -240.0 RGBA 0 0 0 255 
        038D: draw_texture 4 position 600.0 224.5 size 80.0 480.0 RGBA 0 0 0 255 
        if or
        0039:   29@ == 4
        0039:   29@ == 5
        then
            0922: set_camera_zoom_in_factor 50.0 out_factor 50.0 timelimit 100 mode 1 
        end
        if or
        0039:   29@ == 6
        0039:   29@ == 7
        then
            0922: set_camera_zoom_in_factor 20.0 out_factor 20.0 timelimit 100 mode 1 
        end
        if or
        0039:   29@ == 8
        0039:   29@ == 9
        then
            0922: set_camera_zoom_in_factor 10.0 out_factor 10.0 timelimit 100 mode 1 
        end
    end
end
0A8D: 0@ = read_memory 0xBA6769 size 1 virtual_protect 0
if
8039:   not 0@ == 0
then
    if
    0019:   28@ > 1 
    then
        0085: 0@ = 28@ // (int) 
        0016: 0@ /= 2 
        000A: 0@ += 4 
        038D: draw_texture 0@ position 400.0 28.0 size 128.0 128.0 RGBA 255 255 255 255
    end 
    if
    0019:   21@ > 1 
    then
        0085: 0@ = 21@ // (int) 
        0016: 0@ /= 2 
        000A: 0@ += 8 
        038D: draw_texture 0@ position 498.0 52.0 size 128.0 128.0 RGBA 255 255 255 255
    end 
    if
    0019:   17@ > 1 
    then
        0085: 0@ = 17@ // (int) 
        0016: 0@ /= 2 
        000A: 0@ += 9 
        038D: draw_texture 0@ position 444.0 76.0 size 128.0 128.0 RGBA 255 255 255 255
    end 
    if
    0019:   29@ > 1 
    then
        0085: 0@ = 29@ // (int) 
        0016: 0@ /= 2 
        000A: 0@ += 10
        038D: draw_texture 0@ position 412.0 70.0 size 128.0 128.0 RGBA 255 255 255 255
    end 
end
if
0019:   17@ > 1 
then
    if
    06B3:   searchlight 16@ active 
    then
        06B2: destroy_searchlight 16@ 
    end
    000B: 24@ += -0.1
    0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
    000B: 24@ += 0.1
    0087: 10@ = 18@ // (float) 
    0087: 11@ = 19@ // (float) 
    0087: 12@ = 20@ // (float) 
    0063: 10@ -= 7@ // (float) 
    0063: 11@ -= 8@ // (float) 
    0063: 12@ -= 9@ // (float) 
    050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
    0017: 13@ /= 25.0 
    0073: 10@ /= 13@ // (float) 
    0073: 11@ /= 13@ // (float) 
    0073: 12@ /= 13@ // (float) 
    005B: 10@ += 7@ // (float) 
    005B: 11@ += 8@ // (float) 
    if and
    0023:   7.5 > 12@ 
    0031:   12@ >= 2.5
    then
        0007: 12@ = 7.5
    end
    if and
    0023:   2.5 > 12@ 
    0031:   12@ >= -2.5
    then
        0007: 12@ = -2.5
    end
    000B: 12@ += -2.5
    005B: 12@ += 9@ // (float)
    06B1: 16@ = create_searchlight_at 7@ 8@ 9@ radius 0.025 target 10@ 11@ 12@ radius 20.0 
    0063: 10@ -= 7@ // (float) 
    0063: 11@ -= 8@ // (float) 
    0063: 12@ -= 9@ // (float) 
    0017: 10@ /= 25.0 
    0017: 11@ /= 25.0 
    0017: 12@ /= 25.0
    0007: 13@ = 0.0 
    for 0@ = 1 to 25
        005B: 7@ += 10@ // (float) 
        005B: 8@ += 11@ // (float) 
        005B: 9@ += 12@ // (float)
        000B: 13@ += 0.25
        09E5: create_flash_light_at 7@ 8@ 9@ RGB_mask 1023 1023 1023 radius 13@
    end 
end
if or
00E1:   player 0 pressed_key 4 
00E1:   player 0 pressed_key 17
then
    0A96: 0@ = actor $PLAYER_ACTOR struct
    000A: 0@ += 0x718
    0A8D: 13@ = read_memory 0@ size 1 virtual_protect 0
    0012: 13@ *= 28
    0A96: 0@ = actor $PLAYER_ACTOR struct
    005A: 0@ += 13@ // (int) 
    000A: 0@ += 0x5A4
    0A8D: 13@ = read_memory 0@ size 4 virtual_protect 0
    if and
    001B:   2 > 13@
    8019:   not 21@ > 1
    then
        0A96: 0@ = actor $PLAYER_ACTOR struct
        000A: 0@ += 0x504
        0A8D: 13@ = read_memory 0@ size 2 virtual_protect 0
        if
        0019:   13@ > 1
        then
            0A8C: write_memory 0@ size 2 value 0 virtual_protect 0
            0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
            0087: 10@ = 18@ // (float) 
            0087: 11@ = 19@ // (float) 
            0087: 12@ = 20@ // (float) 
            0063: 10@ -= 7@ // (float) 
            0063: 11@ -= 8@ // (float) 
            0063: 12@ -= 9@ // (float) 
            050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
            0073: 13@ /= 27@ // (float) 
            0073: 10@ /= 13@ // (float) 
            0073: 11@ /= 13@ // (float) 
            0073: 12@ /= 13@ // (float) 
            005B: 10@ += 7@ // (float) 
            005B: 11@ += 8@ // (float) 
            005B: 12@ += 9@ // (float) 
            058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 
        end 
    end
    if and
    001B:   2 > 13@
    0019:   21@ > 1
    001D:   33@ > 25@ // (int) 
    then
        if and
        82D8:   not actor $PLAYER_ACTOR current_weapon == 25 
        82D8:   not actor $PLAYER_ACTOR current_weapon == 26 
        82D8:   not actor $PLAYER_ACTOR current_weapon == 27 
        82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
        82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
        82D8:   not actor $PLAYER_ACTOR current_weapon == 37
        then
            0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
            0087: 10@ = 18@ // (float) 
            0087: 11@ = 19@ // (float) 
            0087: 12@ = 20@ // (float) 
            0063: 10@ -= 7@ // (float) 
            0063: 11@ -= 8@ // (float) 
            0063: 12@ -= 9@ // (float) 
            050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
            0073: 13@ /= 27@ // (float) 
            0073: 10@ /= 13@ // (float) 
            0073: 11@ /= 13@ // (float) 
            0073: 12@ /= 13@ // (float) 
            005B: 10@ += 7@ // (float) 
            005B: 11@ += 8@ // (float) 
            005B: 12@ += 9@ // (float) 
            06BC: create_M4_shoot_from 7@ 8@ 9@ target 10@ 11@ 12@ energy 26@
            058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 
            018C: play_sound 1135 at 7@ 8@ 9@
            0A96: 0@ = actor $PLAYER_ACTOR struct
            000A: 0@ += 0x718
            0A8D: 13@ = read_memory 0@ size 1 virtual_protect 0
            0012: 13@ *= 28
            0A96: 0@ = actor $PLAYER_ACTOR struct
            005A: 0@ += 13@ // (int) 
            000A: 0@ += 0x5A8
            0A8D: 13@ = read_memory 0@ size 4 virtual_protect 0
            000E: 13@ -= 1 
            0A8C: write_memory 0@ size 4 value 13@ virtual_protect 0
            if
            001B:   1 > 13@ 
            then
                000A: 0@ += -0x4
                0A8C: write_memory 0@ size 4 value 2 virtual_protect 0
            end 
            0006: 33@ = 0 
        end
    end
end
if and
00E1:   player 0 pressed_key KEY_SWS 
0019:   32@ > 750 
then
    if
    0039:   28@ == 2
    then
        for 0@ = 0xC891B8 to 0xC89614 step 0x24
            0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
            if
            0039:   7@ == 0
            then
                000A: 0@ += -0xC891B8
                0016: 0@ /= 9 
                000A: 0@ += 0xC89110 
                04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
                0107: 15@ = create_object #GRENADE at 7@ 8@ 9@
                000B: 24@ += -0.05
                069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0 
                0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0 
                09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
                0013: 4@ *= 50.0
                0013: 5@ *= 50.0
                0013: 6@ *= 50.0
                0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
                0382: set_object 15@ collision_detection 1 
                04D9: object 15@ set_scripted_collision_check 1 
                0906: set_object 15@ mass_to 1.0 // float 
                0908: set_object 15@ turn_mass_to 1.0 // float 
                0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
                000B: 22@ += 1.0
                0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
                000B: 22@ += -1.0
                000B: 24@ += 0.05
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                018C: play_sound 1144 at 7@ 8@ 9@
                0A98: 7@ = object 15@ struct
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += -0xC89110 
                0012: 0@ *= 9
                000A: 0@ += 0xC891A8
                0A8C: write_memory 0@ size 4 value 16 virtual_protect 0
                000A: 0@ += 0x4
                0A96: 7@ = actor $PLAYER_ACTOR struct
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += 0x8
                0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0
                000A: 7@ += 3500
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += 0x4
                0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
                0006: 32@ = 0 
                break
            end 
        end
    end
    if
    0039:   28@ == 4
    then
        for 0@ = 0xC891B8 to 0xC89614 step 0x24
            0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
            if
            0039:   7@ == 0
            then
                000A: 0@ += -0xC891B8
                0016: 0@ /= 9 
                000A: 0@ += 0xC89110 
                04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
                0107: 15@ = create_object #TEARGAS at 7@ 8@ 9@
                000B: 24@ += -0.05
                069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0 
                0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0 
                09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
                0013: 4@ *= 50.0
                0013: 5@ *= 50.0
                0013: 6@ *= 50.0
                0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
                0382: set_object 15@ collision_detection 1 
                04D9: object 15@ set_scripted_collision_check 1 
                0906: set_object 15@ mass_to 1.0 // float 
                0908: set_object 15@ turn_mass_to 1.0 // float 
                0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
                000B: 22@ += 1.0
                0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
                000B: 22@ += -1.0
                000B: 24@ += 0.05
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                018C: play_sound 1144 at 7@ 8@ 9@
                066D: 13@ = attach_particle "teargasAD" to_object 15@ with_offset 0.0 0.0 0.1 flag 1 
                064C: make_particle 13@ visible 
                064F: remove_references_to_particle 13@ 
                0A98: 7@ = object 15@ struct
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += -0xC89110 
                0012: 0@ *= 9
                000A: 0@ += 0xC891A8
                0A8C: write_memory 0@ size 4 value 17 virtual_protect 0
                000A: 0@ += 0x4
                0A96: 7@ = actor $PLAYER_ACTOR struct
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += 0x8
                0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0
                000A: 7@ += 20000
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += 0x4
                0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
                0006: 32@ = 0 
                break
            end 
        end
    end
    if
    0039:   28@ == 6
    then
        for 0@ = 0xC891B8 to 0xC89614 step 0x24
            0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
            if
            0039:   7@ == 0
            then
                000A: 0@ += -0xC891B8
                0016: 0@ /= 9 
                000A: 0@ += 0xC89110 
                04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0
                0107: 15@ = create_object #FLARE at 7@ 8@ 9@
                000B: 24@ += -0.05
                069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0 
                0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0 
                09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 
                0013: 4@ *= 50.0
                0013: 5@ *= 50.0
                0013: 6@ *= 50.0
                0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@
                0382: set_object 15@ collision_detection 1 
                04D9: object 15@ set_scripted_collision_check 1 
                0906: set_object 15@ mass_to 1.0 // float 
                0908: set_object 15@ turn_mass_to 1.0 // float 
                0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
                000B: 22@ += 1.0
                0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@
                000B: 22@ += -1.0
                000B: 24@ += 0.05
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@
                018C: play_sound 1144 at 7@ 8@ 9@
                0A98: 7@ = object 15@ struct
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += -0xC89110 
                0012: 0@ *= 9
                000A: 0@ += 0xC891A8
                0A8C: write_memory 0@ size 4 value 17 virtual_protect 0
                000A: 0@ += 0x4
                0A96: 7@ = actor $PLAYER_ACTOR struct
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += 0x8
                0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0
                000A: 7@ += 10000
                0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
                000A: 0@ += 0x4
                0A8C: write_memory 0@ size 1 value 1 virtual_protect 0    
                0006: 32@ = 0 
                break
            end 
        end
    end
    if
    0039:   28@ == 8
    then
        0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@
        0087: 10@ = 18@ // (float) 
        0087: 11@ = 19@ // (float) 
        0087: 12@ = 20@ // (float) 
        0063: 10@ -= 7@ // (float) 
        0063: 11@ -= 8@ // (float) 
        0063: 12@ -= 9@ // (float) 
        050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0
        0017: 13@ /= 40.0 
        0073: 10@ /= 13@ // (float) 
        0073: 11@ /= 13@ // (float) 
        0073: 12@ /= 13@ // (float) 
        005B: 10@ += 7@ // (float) 
        005B: 11@ += 8@ // (float) 
        005B: 12@ += 9@ // (float)
        for 0@ = 0 to 7 
            0208: 4@ = random_float_in_ranges -1.5 1.5 
            0208: 5@ = random_float_in_ranges -1.5 1.5 
            0208: 6@ = random_float_in_ranges -1.5 1.5 
            005B: 4@ += 10@ // (float) 
            005B: 5@ += 11@ // (float) 
            005B: 6@ += 12@ // (float)
            06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 15
            058A: create_gun_flash_from 7@ 8@ 9@ to 4@ 5@ 6@
            097B: play_audio_at_object 3@ event 1157 
            097A: play_audio_at 7@ 8@ 9@ event 1157 
        end
        0006: 32@ = 0 
    end
end
jump @ACCES_3

:ACCES_8
if
03CA:   object 31@ exists 
then
    0108: destroy_object 31@ 
end
if
06B3:   searchlight 16@ active 
then
    06B2: destroy_searchlight 16@ 
end
if and
0019:   21@ > 1
82D8:   not actor $PLAYER_ACTOR current_weapon == 25 
82D8:   not actor $PLAYER_ACTOR current_weapon == 26 
82D8:   not actor $PLAYER_ACTOR current_weapon == 27 
82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
82D8:   not actor $PLAYER_ACTOR current_weapon == 37 
then 
    0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
end
0108: destroy_object 3@ 
0249: release_model #GRENADE
0249: release_model #TEARGAS
0249: release_model #FLARE
0249: release_model 1582
if and
03CA:   object 14@ exists 
0019:   29@ > 3
82D8:   not actor $PLAYER_ACTOR current_weapon == 34 
82D8:   not actor $PLAYER_ACTOR current_weapon == 35 
82D8:   not actor $PLAYER_ACTOR current_weapon == 36 
then 
    0A8C: write_memory 0xB6EC2E size 1 value 2@ virtual_protect 0
    0465: remove_actor $PLAYER_ACTOR from_turret_mode 
    0108: destroy_object 14@ 
    0687: clear_actor $PLAYER_ACTOR task 
end
wait 0
03F0: enable_text_draw 0 
0391: release_txd_dictionary 
wait 50
jump @ACCES_0

:ACCES_GREN
if
03CA:   object 15@ exists
0AA1: return_if_false
if and
09CC:   object 15@ model_is #GRENADE 
04DA:   has_object 15@ collided 
0AA1: return_if_false
0A98: 8@ = object 15@ struct
for 0@ = 0xC89110 to 0xC8918C step 4
    0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
    if
    003B:   7@ == 8@ // (int) 
    then
        000A: 0@ += -0xC89110 
        0012: 0@ *= 9
        000A: 0@ += 0xC891B4
        0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0
        0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
        break
    end 
end
return

:ATAN
0509: 4@ = distance_between_XY 5@ 6@ and_XY 0.0 0.0
0073: 5@ /= 4@ // (float) 
0073: 6@ /= 4@ // (float) 
0509: 4@ = distance_between_XY 5@ 6@ and_XY 0.0 1.0
for 0@ = 0 to 11
    0017: 4@ /= 2.0 
    006B: 4@ *= 4@ // (float) 
    0087: 6@ = 4@ // (float) 
    0013: 4@ *= -1.0 
    000B: 4@ += 1.0
    01FB: 4@ = square_root 4@ 
    0013: 4@ *= -1.0 
    000B: 4@ += 1.0
    006B: 4@ *= 4@ // (float) 
    005B: 4@ += 6@ // (float) 
    01FB: 4@ = square_root 4@ 
end
0013: 4@ *= 4096.0 
0013: 4@ *= 180.0 
0017: 4@ /= 3.14159265
if
0021:   5@ > 0.0 
then
    0013: 4@ *= -1.0 
    000B: 4@ += 360.0
end
return

:ACCES_ANIM
hex
          3200 2D00 2600 2200 3200 2800 4B00 5A00
4B00 4B00 4B00 0F00 0F00 3A00 3A00 3000 6801
end

#38 Re: Беседка » Вторжение читёров » 18-04-2010 07:42

А разве в МТА клео работает?

#39 Серия GTA » GTA IV exe для Alice » 17-04-2010 10:52

GTASA
Replies: 3

У меня лицензия от 1С, хотел написать скрипт для GTA 4, но когда поставил Asi loader, игра не запускается из-за неверной версии ехе. У меня ведь лицензия, ничего знать не хочу!!! Ппц вообще! В общем, дайте, пожалуйста, мне ехе, который поддерживает asi loader и Alice, или что-либо, что нужно для совместимости.

#40 Re: Вопросы по скриптингу » Один вопрос » 17-04-2010 05:57

Кто-нибудь может помочь? Через память создать таблицу и добавить больше 12 строк, возможно?

#41 Re: Вопросы по скриптингу » Один вопрос » 16-04-2010 12:20

Нет, надо изменять не ключи, а то, что будет выводиться во время проигрывания катсчены.

#42 Re: Вопросы по скриптингу » Один вопрос » 16-04-2010 11:44

Я знаю, как они называются!!! Вдруг кто-то другой не знает! И вообще, я написал же, что надо от скрипта это делать, а ты опять пишешь бесполезное сообщение, предложив мне программу!

#43 Re: Вопросы по скриптингу » Один вопрос » 16-04-2010 10:20

Кто-нибудь может подсказать как изменять диалоги катсцен? Я про буквы, которые снизу. Но чтобы все было из скрипта.

#44 Re: Sanny Builder и CLEO » CLEO для GTA III » 14-04-2010 10:06

XotaBi4b, что-то ссылка не работает.

#46 Re: Вопросы по скриптингу » Создание txt файла и запись » 10-04-2010 23:14

Спасибо, попробую разобраться.
Sanchez, не у всех есть клео 4.

===

Так ну я понял, как выводить символ, но если хочу число вывести, у меня в файле пишет 0. Можете сделать мне пример, выводящий координаты игрока X Y Z?

И еще. Как сделать, чтобы старое не стиралось в файле, а новое записывалось на строчку ниже?

#47 Re: Вопросы по скриптингу » Создание txt файла и запись » 10-04-2010 11:11

5116d009f304.png

А вот если скопировать:
)]EЋ±EО(AV          єіC

И что это тебе дает??

#48 Re: Вопросы по скриптингу » Создание txt файла и запись » 10-04-2010 08:14

Что показывать??? Сказал же, символы ненужные пишутся. Ты вообще, я смотрю, очень часто пишешь не по теме.

#49 Re: Вопросы по скриптингу » Создание txt файла и запись » 10-04-2010 03:45

{$CLEO}
wait 0

:START
wait 0
 if
 00DF:  actor $PLAYER_ACTOR driving
jf @START
   if
   0AB0:  key_pressed 17 // Ctrl
   jf @START
     03C0: 8@ = actor $PLAYER_ACTOR car
     00AA: store_car 8@ position_to 1@ 2@ 3@
     0441: 4@ = car 8@ model
     03F3: get_car 8@ primary_color_to 5@ secondary_color_to 6@
     0174: 7@ = car 8@ Z_angle
     0A99: chdir 0
     0A9A: 0@ = openfile "My_info.txt" mode 0x6277
     0A9E: writefile 0@ size 4 from 1@ // X pos
     0A9E: writefile 0@ size 4 from 2@ // Y pos
     0A9E: writefile 0@ size 4 from 3@ // Z pos
     0A9E: writefile 0@ size 4 from 4@ // modelId
     0A9E: writefile 0@ size 4 from 5@ // 1st color
     0A9E: writefile 0@ size 4 from 6@ // 2nd color
     0A9E: writefile 0@ size 4 from 7@ // Z angle
     0A9B: closefile 0@
     0A93: end_custom_thread

В чем ошибка? Почему в моем файле создаются всякий бред в виде символов?

#50 Re: Sanny Builder и CLEO » CLEO 4 для GTA San Andreas » 09-04-2010 14:10

Да, я допустил ошибку. Исправил у себя. Но я этот скрипт делал очень давно, и все работало! И сейчас у меня клео 3 и все работает. А вот клео 4 все-таки глючит. Тем более при загрузке игры у меня вообще скрипты некоторые не работают и т.д.

Board footer

Powered by FluxBB