You are not logged in.
Pages: 1
Доброго времени суток уважаемые. Хотел посмотреть данный мод (accessory.cs) изнутри, пробовал декомпилировать через консоль, но мои попытки не увенчались успехом... Быть может, у кого-нибудь есть исходники?
Т.к. по всей видимости в этом моде используется эмуляция выстрела в точку прицела (06BC?), конкретно интересует эта самая эмуляция выстрелов в моде
Last edited by FeniX-256 (17-04-2010 15:38)
Offline
У меня вот что декомпилилось...
// This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 03A4: name_thread 'ACCES X м}ьяЦ 8 DOMWM хяяя OMWе CHEAT1 м}ьяЦ 8 DOMWM nяяя OMWе CHEAT8 хяяяP (Пяя Д НМL? Ц ! ?бЂ M Јюяя– hex 01 20 04 20 06 20 03 1E 20 01 EC 7D FC FF D6 20 04 20 38 20 07 20 20 1E 20 01 20 01 44 4F 4D 57 4D 20 01 F5 FF FF FF 04 20 07 20 20 1E 20 01 20 01 20 4F 4D 57 E5 03 09 43 48 45 41 54 31 20 20 01 20 04 20 06 20 03 1E 20 01 EC 7D FC FF D6 20 04 20 38 20 07 20 20 1E 20 01 20 01 44 4F 4D 57 4D 20 01 6E FF FF FF 04 20 07 20 20 1E 20 01 20 01 20 4F 4D 57 E5 03 09 43 48 45 41 54 38 20 20 02 20 01 F5 FF FF FF 50 20 01 28 CF FF FF end 068D: get_camera_position_to 8199@ 8200@ 8201@ 04C4: store_coords_to 8202@ 8203@ 8204@ from_actor $2051 with_offset 1.356316E-19 1.356316E-19 0.8 050A: 8197@ = distance_between_XYZ 8199@ 8200@ 8201@ and_XYZ 8202@ 8203@ 8204@ hex D6 20 04 15 21 20 03 05 20 06 20 20 20 3F end 80E1: not player 32 pressed_key 6 hex 4D 20 01 A3 FE FF FF 96 0A 02 0C 20 03 20 20 0A 20 end 020A: set_car door_status_to 8224@ hex 05 75 04 8D 0A 03 20 20 20 03 20 20 04 01 end 0A8D: 8201@ = read_memory 8224@ size 1 virtual_protect 32 hex 0A 20 03 20 20 05 A2 02 end 0A8D: 8224@ = read_memory 8224@ size 1 virtual_protect 32 hex D6 20 04 03 19 20 03 08 20 04 7F 1B 20 04 0F 03 09 20 29 20 03 20 20 04 02 2B 20 04 07 03 20 20 4D 20 01 B5 FF FF FF 0A 20 03 20 20 04 01 end 04B8: get_weapon_data_from_actor $2051 weapon_group 8224@ weapon 8193@ ammo 8195@ model 8194@ hex D6 20 04 01 end 8039: not 8193@ == 32 8039: not 8195@ == 32 hex 4D 20 01 B5 FF FF FF C4 04 02 0C 20 06 20 20 20 20 end 0204: actor near_car 1.356316E-19 radius -50.03137 8196@ flag 8197@ in_car hex 03 06 20 07 01 03 02 20 03 04 20 03 05 20 03 06 20 03 03 20 end 070A: AS_actor $2051 attach_to_object 8195@ offset 1.356316E-19 1.356316E-19 1.356316E-19 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 0382: set_object 8195@ collision_detection 32 hex 85 20 03 20 20 03 01 20 12 20 03 20 20 04 70 0A 20 03 20 20 01 C0 AA C8 20 8D 0A 03 20 20 04 04 04 20 03 1B 20 0A 20 03 20 20 04 1A end 0A8D: 8218@ = read_memory 8224@ size 2 virtual_protect 32 hex 0A 20 03 20 20 04 02 8D 0A 03 20 20 04 04 04 20 03 16 20 0A 20 03 20 20 04 04 end 0A8D: 8215@ = read_memory 8224@ size 4 virtual_protect 32 hex 0A 20 03 20 20 04 04 8D 0A 03 20 20 04 04 04 20 03 18 20 0A 20 03 20 20 04 18 end 0A8D: 8217@ = read_memory 8224@ size 4 virtual_protect 32 0A9F: 8224@ = current_thread_pointer hex 0A 20 03 20 20 04 10 8D 0A 03 20 20 04 04 04 20 03 20 20 0E 20 03 20 20 01 82 CD FF FF 0A 20 03 01 20 04 EA 12 20 03 01 20 04 02 5A 20 03 20 20 03 01 20 16 20 03 01 20 03 20 20 04 02 04 20 03 20 20 93 20 03 20 20 03 20 20 13 20 03 19 20 06 20 20 F0 41 73 20 03 20 20 03 19 20 07 20 03 19 20 06 20 20 7A 44 73 20 03 19 20 03 20 20 92 20 03 19 20 03 19 20 end 0390: load_txd_dictionary 'mod_acc dot scope dark black sec_he sec_sg sec_fb sec_st spr_on lgt_on sgt_laser sgt_dot sgt_x35 sgt_x70рGVGWGbG.‹ P (ПяяЦ HVHWHbH.M >ьяяЦ 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 hex 01 20 04 20 50 20 01 28 CF FF FF D6 20 04 20 48 02 05 56 01 end 0248: model #TEARGAS available 0248: model #FLARE available 0248: model 1582 available hex 4D 20 01 3E FC FF FF D6 20 04 06 19 20 03 15 20 04 01 end 82D8: not actor $2051 current_weapon == 25 82D8: not actor $2051 current_weapon == 26 82D8: not actor $2051 current_weapon == 27 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 82D8: not actor $2051 current_weapon == 37 hex 4D 20 01 D1 FB FF FF 81 08 02 08 20 04 20 8D 06 03 07 20 03 08 20 03 09 03 09 20 C4 04 02 0C 20 06 20 20 20 20 end 0204: actor near_car 1.356316E-19 radius 0.8 8202@ flag 8203@ in_car hex 03 0C 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 03 05 20 D6 20 04 04 21 20 03 05 20 06 20 20 20 3F 19 20 03 1D 20 04 03 end 82D8: not actor $2051 current_weapon == 34 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 hex 4D 20 01 5C FA FF FF C4 04 02 0C 20 06 20 20 20 20 end 0204: actor near_car 1.356316E-19 radius -50.03137 8196@ flag 8197@ in_car hex 03 06 20 07 01 05 end 062E: unknown_get_actor 8196@ task 8197@ status_store_to 8198@ // ret 7 if not found hex 03 0E 20 50 07 03 0E 20 04 20 end 09CA: set_object 8206@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 069B: attach_object 8206@ to_actor $2051 with_offset 1.356316E-19 1.356316E-19 -0.6254902 rotation 1.356316E-19 1.356316E-19 1.356316E-19 0682: detach_object 8206@ 1.356316E-19 1.356316E-19 1.356316E-19 collision_detection 32 0470: 8205@ = actor $2051 current_weapon 04F4: put_actor $2051 into_turret_on_object 8206@ offset_from_object_origin 1.356316E-19 1.356316E-19 0.3 orientation 32 both_side_angle_limit 360.251 lock_weapon 8205@ 0382: set_object 8206@ collision_detection 1 0392: make_object 8206@ moveable 1 0906: set_object 8206@ mass_to 50.03137 // float 0908: set_object 8206@ turn_mass_to 50000.13 // float 0172: 8205@ = actor $2051 Z_angle hex 0F 20 03 0D 20 06 20 20 B4 42 end 0858: set_player $2050 scan_horizon_to_angle 8205@ rotation_speed 3602.008 0A8D: 8194@ = read_memory 548858926 size 1 virtual_protect 32 0A8C: write_memory 548858926 size 1 value 1 virtual_protect 32 hex 01 20 04 20 50 20 01 28 CF FF FF D6 20 04 04 CA 01 AF F8 FF FF 9F 05 03 0E 20 03 07 20 03 08 20 03 0C 20 94 04 04 20 03 07 20 03 08 20 03 09 20 03 09 20 93 20 03 07 20 03 07 20 93 20 03 08 20 03 08 20 17 20 03 07 20 06 20 20 40 42 17 20 03 08 20 06 20 20 40 42 72 01 02 0C 20 03 09 20 53 04 03 0E 20 06 20 20 20 20 06 20 20 20 20 03 09 20 A2 05 03 0E 20 06 20 20 20 20 06 20 20 20 20 06 20 20 20 20 87 20 03 0D 20 03 07 20 87 20 03 07 20 03 08 20 13 20 03 08 20 06 20 20 80 BF F6 03 09 20 03 0B 20 6B 20 03 07 20 03 0A 20 6B 20 03 08 20 03 0B 20 end 02F7: 8202@ = sine 8201@ // (float) 02F6: 8203@ = cosine 8201@ // (float) hex 6B 20 03 0A 20 03 0D 20 6B 20 03 0B 20 03 0D 20 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 end 01BB: store_object 8206@ position_to 8202@ 8203@ 8201@ 02CE: 8202@ = ground_z_at 8202@ 8203@ 8201@ hex 0B 20 03 0A 20 06 20 20 20 3F 63 20 03 09 20 03 0A 20 87 20 03 0B 20 03 09 20 13 20 03 09 20 06 20 20 DC C1 D6 20 04 01 21 20 03 09 20 06 20 20 20 20 25 20 03 09 20 03 0C 20 4D 20 01 E6 F8 FF FF 87 20 03 0C 20 03 09 20 D6 20 04 01 23 20 06 20 20 20 3F 03 0B 20 23 20 06 CD CC 8C 3F 03 0C 20 4D 20 01 BD F8 FF FF 07 20 03 0C 20 06 CD CC 8C 3F end 0381: throw_object 8206@ velocity_in_direction 8199@ 8200@ 8204@ 068D: get_camera_position_to 8199@ 8200@ 8201@ 04C4: store_coords_to 8202@ 8203@ 8204@ from_actor $2051 with_offset 1.356316E-19 1.356316E-19 0.8 050A: 8197@ = distance_between_XYZ 8199@ 8200@ 8201@ and_XYZ 8202@ 8203@ 8204@ 068D: get_camera_position_to 8199@ 8200@ 8201@ 04C4: store_coords_to 8202@ 8203@ 8204@ from_actor $2051 with_offset 1.356316E-19 1.356316E-19 0.8 050A: 8197@ = distance_between_XYZ 8199@ 8200@ 8201@ and_XYZ 8202@ 8203@ 8204@ hex D6 20 04 20 end 03CA: object 8206@ exists hex 4D 20 01 04 F8 FF FF D6 20 04 16 E1 20 04 20 04 04 E1 20 04 20 04 06 E1 20 04 20 04 11 4D 20 01 0C D0 FF FF D6 20 04 15 21 20 03 05 20 06 20 20 20 3F end 80E1: not player 32 pressed_key 6 hex 4D 20 01 61 F6 FF FF 96 0A 02 0C 20 03 20 20 0A 20 end 020A: set_car door_status_to 8224@ hex 05 1C 07 8D 0A 03 20 20 04 04 04 20 03 20 20 D6 20 04 20 39 20 03 20 20 04 20 4D 20 01 51 F4 FF FF D6 20 04 20 CA 03 03 1F 20 4D 20 01 A6 F7 FF end 08FF: object -1776279805 received_damage_type s$768 0320: hex 20 20 0A 20 03 20 20 05 75 04 end 0A8D: 8200@ = read_memory 8224@ size 1 virtual_protect 32 hex 0A 20 03 20 20 04 01 8D 0A 03 20 20 20 03 20 20 05 A2 02 8D 0A 03 20 20 20 20 D6 20 04 03 19 20 03 08 20 04 7F 1B 20 04 0F 03 09 20 29 20 03 20 20 04 02 2B 20 04 07 03 20 20 4D 20 01 0C D0 FF FF 96 0A 02 0C 20 03 20 20 0A 20 end 020A: set_car door_status_to 8224@ hex 05 7C 04 8D 0A 03 20 20 04 04 04 20 03 20 20 D6 20 04 20 39 80 03 20 20 04 20 4D 20 01 61 F6 FF FF 0A 20 03 20 20 04 2C end 0A8D: 8224@ = read_memory 8224@ size 4 virtual_protect 32 hex D6 20 04 20 end 8039: not 8224@ == 32 hex 4D 20 01 61 F6 FF FF 0A 20 03 20 20 04 08 end 0A8D: 8224@ = read_memory 8224@ size 4 virtual_protect 32 hex D6 20 04 20 end 8039: not 8224@ == 32 hex 4D 20 01 61 F6 FF FF 0A 20 03 20 20 04 30 end 0A8D: 8196@ = read_memory 8224@ size 4 virtual_protect 32 hex 0A 20 03 20 20 04 04 8D 0A 03 20 20 04 04 04 20 03 05 20 0A 20 03 20 20 04 04 end 0A8D: 8198@ = read_memory 8224@ size 4 virtual_protect 32 068D: get_camera_position_to 8199@ 8200@ 8201@ hex 63 20 03 04 20 03 07 20 63 20 03 05 20 03 08 20 63 20 03 06 20 03 09 20 02 20 01 6C F1 FF FF 8D 06 03 07 20 03 08 20 03 09 20 end 04C4: store_coords_to 8202@ 8203@ 8204@ from_actor $2051 with_offset 1.356316E-19 1.356316E-19 0.8 050A: 8197@ = distance_between_XYZ 8199@ 8200@ 8201@ and_XYZ 8202@ 8203@ 8204@ hex D6 20 04 15 end 8021: not 8197@ > 0.6254902 hex E1 20 04 20 04 06 4D 20 01 DC F1 FF FF 8E 06 03 04 20 03 05 20 03 06 20 63 20 03 04 20 03 07 20 63 20 03 05 20 03 08 20 63 20 03 06 20 03 09 20 end 0509: 8197@ = distance_between_XY 8196@ 8197@ and_XY 1.356316E-19 1.356316E-19 hex 50 20 01 83 CE FF FF 01 08 03 0D 20 01 08 03 06 20 06 20 17 20 03 06 20 06 20 20 0C 42 13 20 03 06 20 06 9A 99 99 BF 0B 20 03 06 20 06 33 33 83 41 73 20 03 0D 20 03 06 20 end 04C4: store_coords_to 8202@ 8203@ 8204@ from_actor $2051 with_offset 1.356316E-19 1.356316E-19 0.8 050A: 8197@ = distance_between_XYZ 8199@ 8200@ 8201@ and_XYZ 8202@ 8203@ 8204@ hex D6 20 04 20 21 20 03 05 20 06 20 20 20 3F 4D 20 01 0E F5 FF FF 8D 0A 01 A4 EF C3 20 04 04 04 20 03 06 20 13 20 03 0D 20 06 CD CC CC 3F 73 20 03 0D 20 03 06 20 5B 20 03 04 20 03 0D 20 6B 20 03 0D 20 03 06 20 17 20 03 0D 20 06 CD CC CC 3F 02 20 01 04 F5 FF FF 07 20 03 0D 20 06 20 20 20 20 end 02F7: 8197@ = sine 8196@ // (float) 02F6: 8198@ = cosine 8196@ // (float) hex 13 20 03 06 20 06 20 20 80 BF 17 20 03 0D 20 06 20 20 48 43 end 0656: get_angle 8196@ absolute_degrees_to 8196@ hex 0B 20 03 04 20 06 20 20 87 C3 97 20 03 04 20 17 20 03 04 20 06 20 20 B4 42 6B 20 03 04 20 03 04 20 6B 20 03 04 20 03 0D 20 C4 04 02 0C 20 03 04 20 03 06 03 06 20 03 05 20 03 04 20 03 05 20 03 06 20 C4 04 02 0C 20 06 20 20 20 20 end 0204: actor near_car 1.356316E-19 radius 1.356316E-19 8199@ flag 8200@ in_car 0903: NOP hex 20 63 20 03 04 20 03 07 20 63 20 03 05 20 03 08 20 63 20 03 06 20 03 09 20 8D 06 03 07 20 03 08 20 03 09 20 02 20 01 6C F1 FF FF 8D 0A 01 90 44 B7 20 04 04 04 20 03 07 20 8D 0A 03 07 20 04 04 04 20 03 08 20 0A 20 03 07 20 04 08 end 0A8D: 8201@ = read_memory 8199@ size 4 virtual_protect 32 hex 12 20 03 09 20 05 C4 07 5A 20 03 09 20 03 08 20 D6 20 04 01 2D 20 03 20 20 03 08 20 1D 20 03 09 20 03 20 20 4D 20 01 39 F2 FF FF 0A 20 03 07 20 04 FC end 0A8D: 8201@ = read_memory 8199@ size 4 virtual_protect 32 hex 85 20 03 07 20 03 20 20 62 20 03 07 20 03 08 20 16 20 03 07 20 05 C4 07 5A 20 03 09 20 03 07 20 end 0A8D: 8201@ = read_memory 8201@ size 1 virtual_protect 32 hex 12 20 03 07 20 05 20 01 5A 20 03 07 20 03 09 20 D6 20 04 20 end 056D: actor 8199@ defined hex 4D 20 01 39 F2 FF FF D6 20 04 15 CA 83 03 1F 20 end 803B: not 8222@ == 8199@ // (int) hex 4D 20 01 EA F2 FF FF D6 20 04 20 CA 03 03 1F 20 4D 20 01 6D F3 FF 20 85 20 03 1E 20 03 07 20 C4 04 03 1E 20 06 20 20 20 20 06 20 20 20 20 06 20 20 48 C2 03 07 20 03 08 20 03 09 20 end 0107: 8223@ = create_object 1582 at 8199@ 8200@ 8201@ 070A: AS_actor 8222@ attach_to_object 8223@ offset 0.15 1.356316E-19 1.356316E-19 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1 0382: set_object 8223@ collision_detection 32 0566: link_object 8223@ to_interior 1 0750: set_object 8223@ visibility 32 09CA: set_object 8223@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 hex D6 20 04 20 end 8474: not actor 8222@ near_object_in_cube 8223@ radius 0.6254902 0.6254902 1.50098 flag 32 hex 4D 20 01 80 F2 FF FF 0A 07 03 1E 20 03 1F 20 06 9A 99 19 3E 06 20 20 20 20 06 20 20 20 20 04 01 end 0382: set_object 8223@ collision_detection 32 0750: set_object 8223@ visibility 32 09CA: set_object 8223@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 0420: unsupported_in_sa hex 03 1F 20 06 20 20 20 20 06 20 20 20 20 06 20 20 20 20 03 04 20 03 05 20 03 06 20 8D 06 03 07 20 03 08 20 03 09 20 63 20 03 04 20 03 07 20 63 20 03 05 20 03 08 20 63 20 03 06 20 03 09 20 02 20 01 6C F1 FF FF 0A 20 03 20 20 04 14 end 0A8D: 8224@ = read_memory 8224@ size 4 virtual_protect 32 hex 0A 20 03 20 20 04 30 8D 0A 03 20 20 04 04 04 20 03 04 20 0A 20 03 20 20 04 04 end 0A8D: 8197@ = read_memory 8224@ size 4 virtual_protect 32 hex 0A 20 03 20 20 04 04 8D 0A 03 20 20 04 04 04 20 03 06 20 0B 20 03 06 20 06 20 20 20 3F 02 20 01 6C F1 FF FF end 04C4: store_coords_to 8196@ 8197@ 8198@ from_actor $2051 with_offset 1.356316E-19 1.00098 1.356316E-19 04C4: store_coords_to 8199@ 8200@ 8201@ from_actor $2051 with_offset 1.356316E-19 1.356316E-19 1.356316E-19 hex 63 20 03 04 20 03 07 20 63 20 03 05 20 03 08 20 63 20 03 06 20 03 09 20 20 04 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 02 20 01 6C F1 FF FF end 050A: 8205@ = distance_between_XYZ 8196@ 8197@ 8198@ and_XYZ 1.356316E-19 1.356316E-19 1.356316E-19 hex 73 20 03 04 20 03 0D 20 73 20 03 05 20 03 0D 20 73 20 03 06 20 03 0D 20 20 04 03 03 20 06 20 20 20 20 06 20 20 20 20 06 20 20 20 20 03 0A 20 03 0B 20 03 0C 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 03 0D 20 0B 20 03 0D 20 06 20 20 20 3F 6B 20 03 04 20 03 0D 20 6B 20 03 05 20 03 0D 20 6B 20 03 06 20 03 0D 20 5B 20 03 07 20 03 04 20 5B 20 03 08 20 03 05 20 5B 20 03 09 20 03 06 20 17 20 03 0D 20 06 20 20 20 41 73 20 03 04 20 03 0D 20 73 20 03 05 20 03 0D 20 73 20 03 06 20 03 0D 20 06 20 03 20 20 04 20 87 20 03 0A 20 03 07 20 87 20 03 0B 20 03 08 20 87 20 03 0C 20 03 09 20 5B 20 03 07 20 03 04 20 5B 20 03 08 20 03 05 20 5B 20 03 09 20 03 06 20 D6 20 04 20 39 20 03 20 20 04 0A 4D 20 01 0B F0 FF FF 87 20 03 12 20 03 07 20 87 20 03 13 20 03 08 20 87 20 03 14 20 03 09 20 D6 20 04 15 39 20 03 1D 20 04 02 39 20 03 1D 20 04 03 4D 20 01 12 F0 FF FF D5 04 03 07 20 03 08 20 03 09 20 06 CD CC 4C 3D 04 20 04 20 05 FF 20 04 20 04 20 02 20 01 9A EC FF FF D6 20 04 20 BD 86 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 04 01 04 01 04 01 04 01 04 20 4D 20 01 AF EC FF FF 63 20 03 07 20 03 04 20 63 20 03 08 20 03 05 20 63 20 03 09 20 03 06 20 17 20 03 04 20 06 20 20 20 41 17 20 03 05 20 06 20 20 20 41 17 20 03 06 20 06 20 20 20 41 06 20 03 20 20 04 20 87 20 03 0A 20 03 07 20 87 20 03 0B 20 03 08 20 87 20 03 0C 20 03 09 20 5B 20 03 07 20 03 04 20 5B 20 03 08 20 03 05 20 5B 20 03 09 20 03 06 20 D6 20 04 20 BD 86 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 04 01 04 01 04 01 04 01 04 20 4D 20 01 CB EC FF FF 63 20 03 07 20 03 04 20 63 20 03 08 20 03 05 20 63 20 03 09 20 03 06 20 17 20 03 04 20 06 20 20 20 41 17 20 03 05 20 06 20 20 20 41 17 20 03 06 20 06 20 20 20 41 06 20 03 20 20 04 20 87 20 03 0A 20 03 07 20 87 20 03 0B 20 03 08 20 87 20 03 0C 20 03 09 20 5B 20 03 07 20 03 04 20 5B 20 03 08 20 03 05 20 5B 20 03 09 20 03 06 20 D6 20 04 20 BD 86 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 04 01 04 01 04 01 04 01 04 20 4D 20 01 E7 EC FF FF 63 20 03 07 20 03 04 20 63 20 03 08 20 03 05 20 63 20 03 09 20 03 06 20 17 20 03 04 20 06 20 20 20 41 17 20 03 05 20 06 20 20 20 41 17 20 03 06 20 06 20 20 20 41 06 20 03 20 20 04 20 87 20 03 0A 20 03 07 20 87 20 03 0B 20 03 08 20 87 20 03 0C 20 03 09 20 5B 20 03 07 20 03 04 20 5B 20 03 08 20 03 05 20 5B 20 03 09 20 03 06 20 D6 20 04 20 BD 86 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 04 01 04 01 04 20 04 01 04 20 4D 20 01 B5 ED FF FF 87 20 03 12 20 03 07 20 87 20 03 13 20 03 08 20 87 20 03 14 20 03 09 20 63 20 03 07 20 03 04 20 63 20 03 08 20 03 05 20 63 20 03 09 20 03 06 20 D6 20 04 15 39 20 03 1D 20 04 02 39 20 03 1D 20 04 03 4D 20 01 BC ED FF FF D5 04 03 07 20 03 08 20 03 09 20 06 CD CC 4C 3D 04 20 04 20 05 FF 20 04 20 04 20 02 20 01 EE EC FF FF D6 20 04 20 BD 86 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 04 20 04 20 04 01 04 20 04 20 4D 20 01 03 ED FF FF 87 20 03 12 20 03 07 20 87 20 03 13 20 03 08 20 87 20 03 14 20 03 09 20 13 20 03 04 20 06 20 20 D0 41 13 20 03 05 20 06 20 20 D0 41 13 20 03 06 20 06 20 20 D0 41 63 20 03 07 20 03 04 20 63 20 03 08 20 03 05 20 63 20 03 09 20 03 06 20 D6 20 04 15 39 20 03 1D 20 04 02 39 20 03 1D 20 04 03 4D 20 01 0A ED FF FF D5 04 03 07 20 03 08 20 03 09 20 06 CD CC 4C 3D 04 20 04 20 05 FF 20 04 20 04 20 02 20 01 EE EC FF FF 0A 20 03 20 20 04 01 19 20 03 20 20 04 09 4D 20 01 79 EE FF FF 02 20 01 D2 EC FF FF 0A 20 03 20 20 04 01 19 20 03 20 20 04 09 4D 20 01 0F EF FF FF 02 20 01 B6 EC FF FF 0A 20 03 20 20 04 01 19 20 03 20 20 04 09 4D 20 01 A5 EF FF FF 02 20 01 9A EC FF FF 0A 20 03 20 20 04 01 19 20 03 20 20 04 0A 4D 20 01 A0 F0 FF FF D6 20 04 15 39 20 03 1D 20 04 02 39 20 03 1D 20 04 03 4D 20 01 A6 E5 FF FF 0B 20 03 18 20 06 CD CC CC BD 20 04 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 0B 20 03 18 20 06 CD CC CC 3D 87 20 03 0A 20 03 12 20 87 20 03 0B 20 03 13 20 87 20 03 0C 20 03 14 20 63 20 03 0A 20 03 07 20 63 20 03 0B 20 03 08 20 63 20 03 0C 20 03 09 20 end 050A: 8205@ = distance_between_XYZ 8202@ 8203@ 8204@ and_XYZ 1.356316E-19 1.356316E-19 1.356316E-19 hex 17 20 03 0D 20 06 CD CC CC 3C 73 20 03 0A 20 03 0D 20 73 20 03 0B 20 03 0D 20 73 20 03 0C 20 03 0D 20 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 8320 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 124 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 120 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 116 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 112 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 108 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 104 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 100 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 96 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 92 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 88 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 84 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 80 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 76 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 72 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 68 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 64 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 60 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 56 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 52 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 48 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 44 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 40 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 36 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 32 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 28 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 24 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 20 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 16 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 12 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 8 32 32 hex 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 end 04D5: create_corona_at 8199@ 8200@ 8201@ radius 0.01 type 32 flare 32 RGB 4 32 32 050A: 8205@ = distance_between_XYZ 8196@ 8197@ 8198@ and_XYZ 1.356316E-19 1.356316E-19 1.356316E-19 hex 73 20 03 04 20 03 0D 20 73 20 03 05 20 03 0D 20 73 20 03 06 20 03 0D 20 D6 20 04 05 end 82D8: not actor $2051 current_weapon == 25 82D8: not actor $2051 current_weapon == 26 82D8: not actor $2051 current_weapon == 27 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 82D8: not actor $2051 current_weapon == 37 hex 4D 20 01 A7 E4 FF FF 85 20 03 20 20 03 15 20 16 20 03 20 20 04 02 62 20 03 20 20 03 15 20 D6 20 04 01 39 20 03 20 20 04 20 E1 20 04 20 04 0A 4D 20 01 FF E4 FF FF 0A 20 03 15 20 04 01 D6 20 04 01 39 80 03 20 20 04 20 end 80E1: not player 32 pressed_key 10 hex 4D 20 01 A7 E4 FF FF 0A 20 03 15 20 04 01 D6 20 04 20 39 20 03 15 20 04 02 4D 20 01 C7 E4 FF FF end 0881: set_player $2050 able_to_shoot_weapons 32 hex D6 20 04 20 39 20 03 15 20 04 04 4D 20 01 A7 E4 FF FF end 0881: set_player $2050 able_to_shoot_weapons 1 hex 06 20 03 15 20 04 20 85 20 03 20 20 03 11 20 16 20 03 20 20 04 02 62 20 03 20 20 03 11 20 D6 20 04 01 39 20 03 20 20 04 20 E1 20 04 20 04 0B 4D 20 01 6A E4 FF FF 0A 20 03 11 20 04 01 D6 20 04 01 39 80 03 20 20 04 20 end 80E1: not player 32 pressed_key 11 hex 4D 20 01 1D E4 FF FF 0A 20 03 11 20 04 01 D6 20 04 20 39 20 03 11 20 04 04 4D 20 01 1D E4 FF FF D6 20 04 20 end 06B3: searchlight 8208@ active hex 4D 20 01 24 E4 FF FF B2 06 03 10 20 06 20 03 11 20 04 20 85 20 03 20 20 03 1C 20 16 20 03 20 20 04 02 62 20 03 20 20 03 1C 20 D6 20 04 01 39 20 03 20 20 04 20 E1 20 04 20 04 08 4D 20 01 E0 E3 FF FF 0A 20 03 1C 20 04 01 D6 20 04 01 39 80 03 20 20 04 20 end 80E1: not player 32 pressed_key 8 hex 4D 20 01 A8 E3 FF FF 0A 20 03 1C 20 04 01 D6 20 04 20 39 20 03 1C 20 04 0A 4D 20 01 A8 E3 FF FF 06 20 03 1C 20 04 20 D6 20 04 05 D8 82 02 0C 20 04 19 end 82D8: not actor $2051 current_weapon == 26 82D8: not actor $2051 current_weapon == 27 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 82D8: not actor $2051 current_weapon == 37 hex 4D 20 01 45 DF FF FF 85 20 03 20 20 03 1D 20 16 20 03 20 20 04 02 62 20 03 20 20 03 1D 20 D6 20 04 01 39 20 03 20 20 04 20 E1 20 04 20 04 09 4D 20 01 36 E3 FF FF 0A 20 03 1D 20 04 01 D6 20 04 01 39 80 03 20 20 04 20 end 80E1: not player 32 pressed_key 9 hex 4D 20 01 39 E1 FF FF 7B 09 03 03 20 05 F7 03 0A 20 03 1D 20 04 01 D6 20 04 20 39 20 03 1D 20 04 04 4D 20 01 8F E1 FF FF end 068D: get_camera_position_to 8199@ 8200@ 8201@ 04C4: store_coords_to 8202@ 8203@ 8204@ from_actor $2051 with_offset 1.356316E-19 1.356316E-19 0.8 050A: 8197@ = distance_between_XYZ 8199@ 8200@ 8201@ and_XYZ 8202@ 8203@ 8204@ hex D6 20 04 03 21 20 03 05 20 06 20 20 20 3F end 82D8: not actor $2051 current_weapon == 34 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 hex 4D 20 01 8F E1 FF FF C4 04 02 0C 20 06 20 20 20 20 end 0204: actor near_car 1.356316E-19 radius -10.00784 8196@ flag 8197@ in_car hex 03 06 20 07 01 05 end 062E: unknown_get_actor 8196@ task 8197@ status_store_to 8198@ // ret 7 if not found hex 03 0E 20 50 07 03 0E 20 04 20 end 09CA: set_object 8206@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 069B: attach_object 8206@ to_actor $2051 with_offset 1.356316E-19 1.356316E-19 -0.6254902 rotation 1.356316E-19 1.356316E-19 1.356316E-19 0682: detach_object 8206@ 1.356316E-19 1.356316E-19 1.356316E-19 collision_detection 32 0470: 8205@ = actor $2051 current_weapon 04F4: put_actor $2051 into_turret_on_object 8206@ offset_from_object_origin 1.356316E-19 1.356316E-19 0.3 orientation 32 both_side_angle_limit 360.251 lock_weapon 8205@ 0382: set_object 8206@ collision_detection 1 0392: make_object 8206@ moveable 1 0906: set_object 8206@ mass_to 50.03137 // float 0908: set_object 8206@ turn_mass_to 50000.13 // float 0172: 8205@ = actor $2051 Z_angle hex 0F 20 03 0D 20 06 20 20 B4 42 end 0858: set_player $2050 scan_horizon_to_angle 8205@ rotation_speed 3602.008 0A8D: 8194@ = read_memory 548858926 size 1 virtual_protect 32 0A8C: write_memory 548858926 size 1 value 1 virtual_protect 32 hex D6 20 04 20 39 20 03 1D 20 04 0A 4D 20 01 39 E1 FF FF D6 20 04 03 end 03CA: object 8206@ exists 82D8: not actor $2051 current_weapon == 34 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 hex 4D 20 01 40 E1 FF FF 8C 0A 01 2E EC B6 20 04 20 end 0465: remove_actor $2051 from_turret_mode 0108: destroy_object 8206@ hex 06 20 03 1D 20 04 20 D6 20 04 15 39 20 03 1D 20 04 04 39 20 03 1D 20 04 05 4D 20 01 98 E0 FF FF end 038D: draw_texture 3 position 40.03137 224.5005 size 80.06274 480.251 RGBA 8447 32 32 8447 038D: draw_texture 1 position 200.1255 224.5005 size 240.1255 480.251 RGBA 8447 32 32 8447 038D: draw_texture 1 position 440.251 224.5005 size -240.1255 480.251 RGBA 8447 32 32 8447 038D: draw_texture 3 position 600.502 224.5005 size 80.06274 480.251 RGBA 8447 32 32 8447 hex D6 20 04 20 19 20 03 1D 20 04 05 4D 20 01 45 DF FF FF end 038D: draw_texture 4 position 40.03137 224.5005 size 80.06274 480.251 RGBA 32 32 32 8447 038D: draw_texture 2 position 200.1255 104.5627 size 240.1255 240.1255 RGBA 32 32 32 8447 038D: draw_texture 2 position 440.251 104.5627 size -240.1255 240.1255 RGBA 32 32 32 8447 038D: draw_texture 2 position 200.1255 344.501 size 240.1255 -240.1255 RGBA 32 32 32 8447 038D: draw_texture 2 position 440.251 344.501 size -240.1255 -240.1255 RGBA 32 32 32 8447 038D: draw_texture 4 position 600.502 224.5005 size 80.06274 480.251 RGBA 32 32 32 8447 hex D6 20 04 15 39 20 03 1D 20 04 04 39 20 03 1D 20 04 05 4D 20 01 97 DF FF FF 22 09 06 20 20 48 42 06 20 20 48 42 04 04 15 39 20 03 1D 20 04 06 39 20 03 1D 20 04 07 4D 20 01 6E DF FF FF 22 09 06 20 20 A0 41 06 20 20 A0 41 04 04 15 39 20 03 1D 20 04 08 39 20 03 1D 20 04 09 4D 20 01 45 DF FF FF 22 09 06 20 20 20 41 06 20 20 20 41 04 01 69 67 BA 20 04 01 04 20 03 20 20 D6 20 04 20 end 8039: not 8224@ == 32 hex 4D 20 01 F1 DD FF FF D6 20 04 20 19 20 03 1C 20 04 01 4D 20 01 D8 DE FF FF 85 20 03 20 20 03 1C 20 16 20 03 20 20 20 03 20 20 04 04 end 038D: draw_texture 8224@ position 400.251 28.01569 size 160.1255 160.1255 RGBA 8447 8447 8447 8447 hex D6 20 04 20 19 20 03 15 20 04 01 4D 20 01 8B DE FF FF 85 20 03 20 20 03 15 20 16 20 03 20 20 04 02 0A 20 03 20 20 04 08 end 038D: draw_texture 8224@ position 498.251 52.03137 size 160.1255 160.1255 RGBA 8447 8447 8447 8447 hex D6 20 04 20 19 20 03 11 20 04 01 4D 20 01 3E DE FF FF 85 20 03 20 20 03 11 20 16 20 03 20 20 04 02 0A 20 03 20 20 04 09 end 038D: draw_texture 8224@ position 444.251 76.06274 size 160.1255 160.1255 RGBA 8447 8447 8447 8447 hex D6 20 04 20 19 20 03 1D 20 04 01 4D 20 01 F1 DD FF FF 85 20 03 20 20 03 1D 20 16 20 03 20 20 04 02 0A 20 03 20 20 04 0A end 038D: draw_texture 8224@ position 412.251 70.06274 size 160.1255 160.1255 RGBA 8447 8447 8447 8447 hex D6 20 04 20 19 20 03 11 20 04 01 4D 20 01 06 DC FF FF D6 20 04 20 end 06B3: searchlight 8208@ active hex 4D 20 01 CA DD FF FF B2 06 03 10 20 0B 20 03 18 20 06 CD CC CC BD 20 04 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 0B 20 03 18 20 06 CD CC CC 3D 87 20 03 0A 20 03 12 20 87 20 03 0B 20 03 13 20 87 20 03 0C 20 03 14 20 63 20 03 0A 20 03 07 20 63 20 03 0B 20 03 08 20 63 20 03 0C 20 03 09 03 0A 20 03 0B 20 03 0C 20 06 20 20 20 20 06 20 20 20 20 06 20 20 20 20 03 0D 20 17 20 03 0D 20 06 20 20 C8 41 73 20 03 0A 20 03 0D 20 73 20 03 0B 20 03 0D 20 73 20 03 0C 20 03 0D 20 5B 20 03 0A 20 03 07 20 5B 20 03 0B 20 03 08 20 D6 20 04 01 23 20 06 20 20 F0 40 03 0C 20 31 20 03 0C 20 06 20 20 20 40 4D 20 01 F7 DC FF FF 07 20 03 0C 20 06 20 20 F0 40 D6 20 04 01 23 20 06 20 20 20 40 03 0C 20 31 20 03 0C 20 20 C0 4D 20 01 CE DC FF FF 07 20 03 0C 20 06 20 20 20 C0 0B 20 03 0C 20 06 20 20 20 C0 5B 20 03 0C 20 03 09 20 B1 06 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 06 20 20 A0 41 06 CD CC CC 3C 03 10 20 63 20 03 0A 20 03 07 20 63 20 03 0B 20 03 08 20 63 20 03 0C 20 03 09 20 17 20 03 0A 20 06 20 20 C8 41 17 20 03 0B 20 06 20 20 C8 41 17 20 03 0C 20 06 20 20 C8 41 07 20 03 0D 20 06 20 20 20 20 06 20 03 20 20 04 01 5B 20 03 07 20 03 0A 20 5B 20 03 08 20 03 0B 20 5B 20 03 09 20 03 0C 20 0B 20 03 0D 20 06 20 20 80 3E E5 09 03 07 20 03 08 20 03 09 20 05 FF 03 05 FF 03 05 FF 03 03 0D 20 0A 20 03 20 20 04 01 19 20 03 20 20 04 19 4D 20 01 54 DC FF FF D6 20 04 15 E1 20 04 20 04 04 E1 20 04 20 04 11 4D 20 01 F6 D8 FF FF 96 0A 02 0C 20 03 20 20 0A 20 end 020A: set_car door_status_to 8224@ hex 05 18 07 8D 0A 03 20 20 04 01 04 20 03 0D 20 12 20 03 0D 20 04 1C 04 1C end 0A96: 8224@ = actor $2051 struct hex 5A 20 03 20 20 03 0D 20 0A 20 03 20 20 05 A4 05 end 0A8D: 8205@ = read_memory 8224@ size 4 virtual_protect 32 hex D6 20 04 01 1B 20 0D 20 end 8019: not 8213@ > 1 hex 4D 20 01 A6 DA FF FF 96 0A 02 0C 20 03 20 20 0A 20 end 020A: set_car door_status_to 8224@ 0405: unsupported_in_sa hex 05 8D 0A 03 20 20 0D 20 D6 20 04 20 19 20 03 0D 20 04 01 4D 20 01 A6 DA FF FF end 0A8C: write_memory 8224@ size 2 value 32 virtual_protect 32 0420: unsupported_in_sa hex 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 87 20 03 0A 20 03 12 20 87 20 03 0B 20 03 13 20 87 20 03 0C 20 03 14 20 63 20 03 0A 20 03 07 20 63 20 03 0B 20 03 08 20 63 20 03 0C 20 03 09 03 0A 20 03 0B 20 03 0C 20 06 20 20 20 20 06 20 20 20 20 06 20 20 20 20 03 0D 20 73 20 03 0D 20 03 1B 20 73 20 03 0A 20 03 0D 20 73 20 03 0B 20 03 0D 20 73 20 03 0C 20 03 0D 20 5B 20 03 0A 20 03 07 20 5B 20 03 0B 20 03 08 20 5B 20 03 0C 20 03 09 03 07 20 03 08 20 03 09 20 03 0A 20 03 0B 20 03 0C 20 D6 20 04 02 1B 20 0D 20 19 20 03 15 20 04 01 1D 20 03 21 20 03 19 20 4D 20 01 F6 D8 FF FF D6 20 04 05 end 82D8: not actor $2051 current_weapon == 25 82D8: not actor $2051 current_weapon == 26 82D8: not actor $2051 current_weapon == 27 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 82D8: not actor $2051 current_weapon == 37 hex 4D 20 01 F6 D8 FF FF 20 04 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 87 20 03 0A 20 03 12 20 87 20 03 0B 20 03 13 20 87 20 03 0C 20 03 14 20 63 20 03 0A 20 03 07 20 63 20 03 0B 20 03 08 20 63 20 03 0C 20 03 09 20 end 050A: 8205@ = distance_between_XYZ 8202@ 8203@ 8204@ and_XYZ 1.356316E-19 1.356316E-19 1.356316E-19 hex 73 20 03 0D 20 03 1B 20 73 20 03 0A 20 03 0D 20 73 20 03 0B 20 03 0D 20 73 20 03 0C 20 03 0D 20 5B 20 03 0A 20 03 07 20 5B 20 03 0B 20 03 08 20 5B 20 03 0C 20 03 09 20 end 06BC: create_M4_shoot_from 8199@ 8200@ 8201@ target 8202@ 8203@ 8204@ energy 8218@ 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 018C: play_sound 1135 at 8199@ 8200@ 8201@ 0A96: 8224@ = actor $2051 struct hex 0A 20 03 20 20 05 18 07 end 0A8D: 8205@ = read_memory 8224@ size 1 virtual_protect 32 hex 12 20 03 0D 20 04 1C 96 0A 02 0C 20 03 20 20 5A 20 end 020A: set_car door_status_to 8224@ hex 03 0D 20 0A 20 03 20 20 05 A8 05 8D 0A 03 20 20 04 04 04 20 03 0D 20 0E 20 03 0D 20 04 01 end 0A8C: write_memory 8224@ size 4 value 8205@ virtual_protect 32 hex D6 20 04 20 1B 20 0D 20 4D 20 01 FD D8 FF FF 0A 20 03 20 20 04 FC end 0A8C: write_memory 8224@ size 4 value 2 virtual_protect 32 hex 06 20 03 21 20 04 20 D6 20 04 01 E1 20 04 20 04 13 19 20 03 20 20 05 EE 02 4D 20 01 13 D0 FF FF D6 20 04 20 39 20 03 1C 20 04 02 4D 20 01 71 D6 FF FF 06 20 03 20 20 01 B8 91 C8 20 end 0A8D: 8199@ = read_memory 8224@ size 4 virtual_protect 32 hex D6 20 04 20 39 20 03 07 20 04 20 4D 20 01 89 D6 FF FF 0A 20 03 20 20 01 48 6E 37 FF 16 20 03 20 20 04 09 0A 20 03 20 20 01 10 91 C8 20 C4 04 02 0C 20 06 20 20 20 20 end 0204: actor near_car 1.356316E-19 radius -3.001961 8199@ flag 8200@ in_car 0903: NOP 0720: NOP hex 01 05 56 01 03 07 20 03 08 20 03 09 20 03 0F 20 0B 20 03 18 20 06 CD CC 4C BD end 069A: attach_object 8207@ to_object 8195@ with_offset 8214@ 8215@ 8216@ rotation 1.356316E-19 1.356316E-19 1.356316E-19 0682: detach_object 8207@ 1.356316E-19 1.356316E-19 1.356316E-19 collision_detection 32 09CA: set_object 8207@ immunities BP 32 FP 32 EP 1 CP 32 MP 32 hex 13 20 03 04 20 06 20 20 48 42 13 20 03 05 20 06 20 20 48 42 13 20 03 06 20 06 20 20 48 42 end 0381: throw_object 8207@ velocity_in_direction 8196@ 8197@ 8198@ 0382: set_object 8207@ collision_detection 1 04D9: object 8207@ set_scripted_collision_check 1 0906: set_object 8207@ mass_to 1.00098 // float 0908: set_object 8207@ turn_mass_to 1.00098 // float 0420: unsupported_in_sa hex 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 0B 20 03 16 20 06 20 20 80 3F 20 04 03 03 20 03 16 20 03 17 20 03 18 20 03 0A 20 03 0B 20 03 0C 20 0B 20 03 16 20 06 20 20 80 BF 0B 20 03 18 20 06 CD CC 4C 3D end 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 018C: play_sound 1144 at 8199@ 8200@ 8201@ 0A98: 8199@ = object 8207@ struct 0A8C: write_memory 8224@ size 4 value 8199@ virtual_protect 32 hex 0A 20 03 20 20 01 F0 6E 37 FF 12 20 03 20 20 04 09 0A 20 03 20 20 01 A8 91 C8 20 8C 0A 03 20 20 04 04 04 10 04 20 0A 20 03 20 20 04 04 96 0A 02 0C 20 03 07 20 8C 0A end 020A: set_car door_status_to 8224@ 0404: unsupported_in_sa hex 03 07 20 04 20 0A 20 03 20 20 04 08 end 0A8D: 8199@ = read_memory 548916100 size 4 virtual_protect 32 hex 0A 20 03 07 20 05 AC 0D end 0A8C: write_memory 8224@ size 4 value 8199@ virtual_protect 32 hex 0A 20 03 20 20 04 04 8C 0A 03 20 20 20 01 71 D6 FF FF 0A 20 03 20 20 04 24 19 20 03 20 20 01 14 96 C8 20 4D 20 01 C1 D8 FF FF D6 20 04 20 39 20 03 1C 20 04 04 4D 20 01 D7 D3 FF FF 06 20 03 20 20 01 B8 91 C8 20 end 0A8D: 8199@ = read_memory 8224@ size 4 virtual_protect 32 hex D6 20 04 20 39 20 03 07 20 04 20 4D 20 01 EF D3 FF FF 0A 20 03 20 20 01 48 6E 37 FF 16 20 03 20 20 04 09 0A 20 03 20 20 01 10 91 C8 20 C4 04 02 0C 20 06 20 20 20 20 end 0204: actor near_car 1.356316E-19 radius -3.001961 8199@ flag 8200@ in_car 0903: NOP 0720: NOP hex 01 05 57 01 03 07 20 03 08 20 03 09 20 03 0F 20 0B 20 03 18 20 06 CD CC 4C BD end 069A: attach_object 8207@ to_object 8195@ with_offset 8214@ 8215@ 8216@ rotation 1.356316E-19 1.356316E-19 1.356316E-19 0682: detach_object 8207@ 1.356316E-19 1.356316E-19 1.356316E-19 collision_detection 32 09CA: set_object 8207@ immunities BP 32 FP 32 EP 1 CP 32 MP 32 hex 13 20 03 04 20 06 20 20 48 42 13 20 03 05 20 06 20 20 48 42 13 20 03 06 20 06 20 20 48 42 end 0381: throw_object 8207@ velocity_in_direction 8196@ 8197@ 8198@ 0382: set_object 8207@ collision_detection 1 04D9: object 8207@ set_scripted_collision_check 1 0906: set_object 8207@ mass_to 1.00098 // float 0908: set_object 8207@ turn_mass_to 1.00098 // float 0420: unsupported_in_sa hex 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 0B 20 03 16 20 06 20 20 80 3F 20 04 03 03 20 03 16 20 03 17 20 03 18 20 03 0A 20 03 0B 20 03 0C 20 0B 20 03 16 20 06 20 20 80 BF 0B 20 03 18 20 06 CD CC 4C 3D end 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 018C: play_sound 1144 at 8199@ 8200@ 8201@ 066D: 8205@ = attach_particle "teargasAD" to_object 8207@ with_offset 1.356316E-19 1.356316E-19 0.1 flag 1 064C: make_particle 8205@ visible 064F: remove_references_to_particle 8205@ 0A98: 8199@ = object 8207@ struct 0A8C: write_memory 8224@ size 4 value 8199@ virtual_protect 32 hex 0A 20 03 20 20 01 F0 6E 37 FF 12 20 03 20 20 04 09 0A 20 03 20 20 01 A8 91 C8 20 8C 0A 03 20 20 04 04 04 11 04 20 0A 20 03 20 20 04 04 96 0A 02 0C 20 03 07 20 8C 0A end 020A: set_car door_status_to 8224@ 0404: unsupported_in_sa hex 03 07 20 04 20 0A 20 03 20 20 04 08 end 0A8D: 8199@ = read_memory 548916100 size 4 virtual_protect 32 hex 0A 20 03 07 20 05 20 4E end 0A8C: write_memory 8224@ size 4 value 8199@ virtual_protect 32 hex 0A 20 03 20 20 04 04 8C 0A 03 20 20 20 01 D7 D3 FF FF 0A 20 03 20 20 04 24 19 20 03 20 20 01 14 96 C8 20 4D 20 01 55 D6 FF FF D6 20 04 20 39 20 03 1C 20 04 06 4D 20 01 6B D1 FF FF 06 20 03 20 20 01 B8 91 C8 20 end 0A8D: 8199@ = read_memory 8224@ size 4 virtual_protect 32 hex D6 20 04 20 39 20 03 07 20 04 20 4D 20 01 83 D1 FF FF 0A 20 03 20 20 01 48 6E 37 FF 16 20 03 20 20 04 09 0A 20 03 20 20 01 10 91 C8 20 C4 04 02 0C 20 06 20 20 20 20 end 0204: actor near_car 1.356316E-19 radius -3.001961 8199@ flag 8200@ in_car 0903: NOP 0720: NOP hex 01 05 62 01 03 07 20 03 08 20 03 09 20 03 0F 20 0B 20 03 18 20 06 CD CC 4C BD end 069A: attach_object 8207@ to_object 8195@ with_offset 8214@ 8215@ 8216@ rotation 1.356316E-19 1.356316E-19 1.356316E-19 0682: detach_object 8207@ 1.356316E-19 1.356316E-19 1.356316E-19 collision_detection 32 09CA: set_object 8207@ immunities BP 32 FP 32 EP 1 CP 32 MP 32 hex 13 20 03 04 20 06 20 20 48 42 13 20 03 05 20 06 20 20 48 42 13 20 03 06 20 06 20 20 48 42 end 0381: throw_object 8207@ velocity_in_direction 8196@ 8197@ 8198@ 0382: set_object 8207@ collision_detection 1 04D9: object 8207@ set_scripted_collision_check 1 0906: set_object 8207@ mass_to 1.00098 // float 0908: set_object 8207@ turn_mass_to 1.00098 // float 0420: unsupported_in_sa hex 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 0B 20 03 16 20 06 20 20 80 3F 20 04 03 03 20 03 16 20 03 17 20 03 18 20 03 0A 20 03 0B 20 03 0C 20 0B 20 03 16 20 06 20 20 80 BF 0B 20 03 18 20 06 CD CC 4C 3D end 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8202@ 8203@ 8204@ 018C: play_sound 1144 at 8199@ 8200@ 8201@ 0A98: 8199@ = object 8207@ struct 0A8C: write_memory 8224@ size 4 value 8199@ virtual_protect 32 hex 0A 20 03 20 20 01 F0 6E 37 FF 12 20 03 20 20 04 09 0A 20 03 20 20 01 A8 91 C8 20 8C 0A 03 20 20 04 04 04 11 04 20 0A 20 03 20 20 04 04 96 0A 02 0C 20 03 07 20 8C 0A end 020A: set_car door_status_to 8224@ 0404: unsupported_in_sa hex 03 07 20 04 20 0A 20 03 20 20 04 08 end 0A8D: 8199@ = read_memory 548916100 size 4 virtual_protect 32 hex 0A 20 03 07 20 05 10 27 end 0A8C: write_memory 8224@ size 4 value 8199@ virtual_protect 32 hex 0A 20 03 20 20 04 04 8C 0A 03 20 20 20 01 6B D1 FF FF 0A 20 03 20 20 04 24 19 20 03 20 20 01 14 96 C8 20 4D 20 01 BB D3 FF FF D6 20 04 20 39 20 03 1C 20 04 08 4D 20 01 13 D0 FF FF 20 04 03 03 20 03 16 20 03 17 20 03 18 20 03 07 20 03 08 20 03 09 20 87 20 03 0A 20 03 12 20 87 20 03 0B 20 03 13 20 87 20 03 0C 20 03 14 20 63 20 03 0A 20 03 07 20 63 20 03 0B 20 03 08 20 63 20 03 0C 20 03 09 03 0A 20 03 0B 20 03 0C 20 06 20 20 20 20 06 20 20 20 20 06 20 20 20 20 03 0D 20 17 20 03 0D 20 06 20 20 20 42 73 20 03 0A 20 03 0D 20 73 20 03 0B 20 03 0D 20 73 20 03 0C 20 03 0D 20 5B 20 03 0A 20 03 07 20 5B 20 03 0B 20 03 08 20 5B 20 03 0C 20 03 09 20 06 20 03 20 20 04 20 end 0208: 8196@ = random_float_in_ranges -1.50098 1.50098 0208: 8197@ = random_float_in_ranges -1.50098 1.50098 0208: 8198@ = random_float_in_ranges -1.50098 1.50098 hex 5B 20 03 04 20 03 0A 20 5B 20 03 05 20 03 0B 20 5B 20 03 06 20 03 0C 20 end 06BC: create_M4_shoot_from 8199@ 8200@ 8201@ target 8196@ 8197@ 8198@ energy 15 058A: create_gun_flash_from 8199@ 8200@ 8201@ to 8196@ 8197@ 8198@ 097B: play_audio_at_object 8195@ event 1157 097A: play_audio_at 8199@ 8200@ 8201@ event 1157 hex 0A 20 03 20 20 04 01 19 20 03 20 20 04 07 4D 20 01 B4 D0 FF FF 06 20 03 20 20 04 20 02 20 01 5C FA FF FF D6 20 04 20 CA 03 03 1F 20 4D 20 01 F7 CF FF 20 D6 20 04 20 B3 06 03 10 20 4D 20 01 E2 CF FF FF B2 06 03 10 20 D6 20 04 06 19 20 03 15 20 04 01 D8 82 02 0C 20 04 19 end 82D8: not actor $2051 current_weapon == 26 82D8: not actor $2051 current_weapon == 27 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 82D8: not actor $2051 current_weapon == 37 hex 4D 20 01 9F CF FF FF 81 end 0208: &22021 = random_float_in_ranges 1056@(2049@,1v) 18720@ hex 01 49 02 05 57 01 end 0249: release_model #FLARE 0249: release_model 1582 hex D6 20 04 04 end 03CA: object 8206@ exists hex 19 20 03 1D 20 04 03 D8 82 02 0C 20 04 22 end 82D8: not actor $2051 current_weapon == 35 82D8: not actor $2051 current_weapon == 36 hex 4D 20 01 3D CF FF FF 8C 0A 01 2E EC B6 20 04 20 end 0465: remove_actor $2051 from_turret_mode 0108: destroy_object 8206@ 0687: clear_actor $2051 task hex 01 20 04 20 end 03F0: enable_text_draw 32 0391: release_txd_dictionary hex 01 20 04 32 02 20 01 B5 FF FF FF D6 20 04 20 CA C8 20 end 0A8D: 8199@ = read_memory 8224@ size 4 virtual_protect 32 hex D6 20 04 20 3B 20 03 07 20 03 08 20 4D 20 01 9D CE FF FF 0A 20 03 20 20 01 F0 6E 37 FF 12 20 03 20 20 20 03 20 20 01 B4 91 C8 20 8D 0A 01 84 CB B7 20 04 04 04 20 03 07 20 8C 0A 03 20 20 04 04 03 07 20 04 20 02 20 01 85 CE FF FF 0A 20 03 20 20 04 04 19 20 03 20 20 01 8C 91 C8 20 4D 20 01 F8 CE FF FF 51 20 end 0509: 8196@ = distance_between_XY 8197@ 8198@ and_XY 1.356316E-19 1.356316E-19 hex 73 20 03 05 20 03 04 20 73 20 03 06 20 03 04 20 end 0509: 8196@ = distance_between_XY 8197@ 8198@ and_XY 1.356316E-19 1.00098 hex 06 20 03 20 20 04 20 17 20 03 04 20 06 20 20 20 40 6B 20 03 04 20 03 04 20 87 20 03 06 20 03 04 20 13 20 03 04 20 06 20 20 80 BF 0B 20 03 04 20 06 20 20 80 3F FB 01 03 04 20 03 04 20 13 20 03 04 20 06 20 20 80 BF 0B 20 03 04 20 06 20 20 80 3F 6B 20 03 04 20 03 04 20 5B 20 03 04 20 03 06 20 FB 01 03 04 20 03 04 20 0A 20 03 20 20 04 01 19 20 03 20 20 04 0B 4D 20 01 42 CE FF FF 13 20 03 04 20 06 20 20 80 45 13 20 03 04 20 06 20 20 34 43 17 20 03 04 20 06 DB 0F 49 40 D6 20 04 20 21 20 03 05 20 06 20 20 20 20 4D 20 01 84 CD FF FF 13 20 03 04 20 06 20 20 80 BF 0B 20 03 04 20 06 20 20 B4 43 51 20 32 20 2D 20 26 20 22 20 32 20 28 20 4B 20 5A 20 4B 20 4B 20 4B 20 0F 20 0F 20 3A 20 3A 20 30 20 68 01
Я ничего почти ничего не понял...
Судя по всему тут защита Hex кодом...:wow:
Last edited by CLEO Xakep (17-04-2010 18:25)
~Надо уметь жить~
~1 правило хакера - не убей и не повреди без особой нужды~
Offline
Ух Ё! Умнее ничего сказать не могу... Это скорее всего ассемблерные вставки...
Offline
ИДА тебе в помощь
~Надо уметь жить~
~1 правило хакера - не убей и не повреди без особой нужды~
Offline
А мне-то зачем?
Offline
@FeniX-256 - _http://pastebin.com/BZziV2BT
Offline
Sorry...not be you
~Надо уметь жить~
~1 правило хакера - не убей и не повреди без особой нужды~
Offline
Всем спасибо, санчезу особенное
Offline
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
Offline
Судя по всему тут защита Hex кодом...:wow:
Это не защита, это те участки, которые санник не смог декомпилировать по нормальному и по этому, вставил в виде hex-кода который уже можно вручную, перекодировать в текст.
Offline
Вот и замечательно
~Надо уметь жить~
~1 правило хакера - не убей и не повреди без особой нужды~
Offline
Pages: 1