#1 16-01-2016 10:52

PewPewPew
Registered: 16-01-2016
Posts: 1

[Cleo] Help

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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