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например я не за вод местом и активировал его то меня тпшает на вод. место этого авто на котором я был пассажиром. Вот это я хотел исправить. Спасибо за внимание))
Вот скрипт:
:OPCODEEXE_13 wait 0 if and 0AB0: key_pressed 105 Actor.Driving($PLAYER_ACTOR) else_jump @OPCODEEXE_13 wait 0 25@ = Actor.CurrentCar($PLAYER_ACTOR) Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@) Actor.StorePos($PLAYER_ACTOR, 29@, 28@, 27@) 3@ = 100000.0 gosub @OPCODEEXE_284 if 056D: actor 9@ defined else_jump @OPCODEEXE_13 30@ = Actor.CurrentCar(9@) 036A: put_actor $PLAYER_ACTOR in_car 30@ 036A: put_actor $PLAYER_ACTOR in_car 30@ :OPCODEEXE_134 wait 0 07D5: set_car 30@ velocity_in_direction_XYZ 0.0 0.0 0.01 rotation_velocitiesXY 0.0 0.0 unk 0.0 07DA: set_car 30@ rotation_velocity_XYZ 0.0 0.0 5.3 through_center_of_body if 8AB0: not key_pressed 105 else_jump @OPCODEEXE_134 if 056E: car 25@ defined else_jump @OPCODEEXE_259 036A: put_actor $PLAYER_ACTOR in_car 25@ 018C: play_sound 1056 at 0.0 0.0 0.0 jump @OPCODEEXE_13 :OPCODEEXE_259 wait 0 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 29@ 28@ 27@ jump @OPCODEEXE_13 :OPCODEEXE_284 0395: clear_area 1 at 0@ 1@ 2@ radius 100000.0 16@ = 305868 5@ = -686 6@ = 1988 jump @OPCODEEXE_439 16@ = 305871 17@ = -729 20@ = 412 16@ = 305869 17@ = -741 18@ = -1 20@ = 2584 Player.Defined($PLAYER_CHAR) else_jump @OPCODEEXE_439 Actor.Driving($PLAYER_ACTOR) else_jump @OPCODEEXE_439 18@ = Actor.CurrentCar($PLAYER_ACTOR) jump @OPCODEEXE_439 :OPCODEEXE_439 008B: 16@ = &0(16@,1i) // (int) 0AB1: call_scm_func @OPCODEEXE_854 2 16@ 8 7@ 0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 9@ = -1 10@ = 0 :OPCODEEXE_495 0AB1: call_scm_func @OPCODEEXE_854 2 11@ 20 4@ not 4@ == 0 else_jump @OPCODEEXE_822 0AB1: call_scm_func @OPCODEEXE_854 2 4@ 48 12@ 0AB1: call_scm_func @OPCODEEXE_854 2 4@ 52 13@ 0AB1: call_scm_func @OPCODEEXE_854 2 4@ 56 14@ 050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@ 0025: 3@ > 15@ // (float) else_jump @OPCODEEXE_822 0085: 9@ = 10@ // (int) 0AB1: call_scm_func @OPCODEEXE_854 2 16@ 4 4@ 005A: 4@ += 9@ // (int) 0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0 9@ *= 256 005A: 9@ += 4@ // (int) jump 5@ 056D: actor 9@ defined else_jump @OPCODEEXE_784 if or 003C: $PLAYER_ACTOR == 9@ // (int) Actor.Dead(9@) else_jump @OPCODEEXE_798 jump @OPCODEEXE_784 83CA: not object 9@ exists else_jump @OPCODEEXE_798 056E: car 9@ defined else_jump @OPCODEEXE_784 if or 003B: 18@ == 9@ // (int) Car.Wrecked(9@) else_jump @OPCODEEXE_798 jump @OPCODEEXE_784 :OPCODEEXE_784 9@ = -1 jump @OPCODEEXE_822 :OPCODEEXE_798 if Actor.Driving(9@) else_jump @OPCODEEXE_784 0085: 3@ = 15@ // (int) :OPCODEEXE_822 005A: 11@ += 6@ // (int) 10@ += 1 002D: 10@ >= 7@ // (int) else_jump @OPCODEEXE_495 return :OPCODEEXE_854 0A8E: 0@ = 0@ + 1@ // int 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 0AB2: ret 1 0@
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не понял вопроса
Крч. Ты сел в машину за пассажира. Активировал его и резко появился на месте водителя. Мне вот этого не нужно , а то кикает. Помогите это убрать
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попробуй убрать опкоды 036A
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Не тестил, но думаю, что будет работать:
{$CLEO} 0000: const Car = 3@ PrevDriver = 4@ end while true wait 0 if 0AB0: key_pressed 105 then 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if 0AE2: Car = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_wrecked 1 then if and not 1@ == FALSE Actor.InCar($PLAYER_ACTOR,Car) then 046C: PrevDriver = car Car driver 0362: remove_actor PrevDriver from_car_and_place_at 0 0 0 072A: put_actor $PLAYER_ACTOR into_car Car driverseat end end end end 0A93:
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Не тестил, но думаю, что будет работать:
{$CLEO} 0000: const Car = 3@ PrevDriver = 4@ end while true wait 0 if 0AB0: key_pressed 105 then 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if 0AE2: Car = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_wrecked 1 then if and not 1@ == FALSE Actor.InCar($PLAYER_ACTOR,Car) then 046C: PrevDriver = car Car driver 0362: remove_actor PrevDriver from_car_and_place_at 0 0 0 072A: put_actor $PLAYER_ACTOR into_car Car driverseat end end end end 0A93:
Почему то он не работает так как нужно
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JIEXAH949 wrote:Почему то он не работает так как нужно
а что не так?
А хотел сделать чтобы можно было крутить чужую машину, но чтобы я сам не появлялся за рулем в своей
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Можно тогда здесь убрать телепорт на водительское место?
// This file was decompiled using SASCM.ini published by GTAG ([url]http://gtag.gtagaming.com/opcode-database[/url]) on 14.6.2013 {$CLEO .cs} //-------------MAIN--------------- 0000: NOP 0662: printstring "#########################" 0662: printstring "___Made by Opcode.eXe___" 0662: printstring "[url=http://Www.Youtube.Com/OpcodeXe]Www.Youtube.Com/OpcodeXe[/url]" 0662: printstring "#########################" 0662: printstring "x" 0662: printstring "x" 0662: printstring "HELLO, YOU CAN TAKE A LOOK AT THIS SOURCE CODE." 0662: printstring "BUT DONT RECOMPILE IT UNLESS YOU ARE PRO-SCRIPTER AND CAN FIX IT." 0662: printstring "( You need to fix :AIC_GETACTOR ... )" 0662: printstring "IF YOU ARE NOOB, AND TRY TO COMPILE THIS YOU WILL GET CRASHED." 0662: printstring "PLEASE VISIT:" 0662: printstring "[url=http://Www.Youtube.Com/OpcodeXe]Www.Youtube.Com/OpcodeXe[/url]" 0662: printstring "x" 0662: printstring "x" 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED007' 0@ 0AA5: call 7439872 num_params 2 pop 2 0@ "> iTroll Hacks by Opcode.eXe <" wait 100 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED008' 0@ 0AA5: call 7439872 num_params 2 pop 2 0@ "> Slap" wait 100 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED009' 0@ 0AA5: call 7439872 num_params 2 pop 2 0@ "> Twist" wait 100 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED010' 0@ 0AA5: call 7439872 num_params 2 pop 2 0@ "> Troll-ESP" wait 100 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED011' 0@ 0AA5: call 7439872 num_params 2 pop 2 0@ "> AntiMagnet" wait 100 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED012' 0@ 0AA5: call 7439872 num_params 2 pop 2 0@ "> Zero-Health" wait 100 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED013' 0@ 0AA5: call 7439872 num_params 2 pop 2 0@ "SyncTime: ~1~ms" wait 100 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CRED014' 0@ 0AA5: call 7439872 num_params 2 pop 2 0@ "CarSpeed: ~1~kmh" wait 100 0AB3: var 1 = 0 0AB3: var 2 = 0 0AB3: var 3 = 0 0AB3: var 4 = 0 0AB3: var 5 = 0 0AB3: var 6 = 0 0AB3: var 7 = 0 0AB1: call_scm_func @ITR_837 1 -4210 11@ = 0 12@ = 0 13@ = 0 14@ = 0 15@ = 0 18@ = 357.0 20@ = 357.0 31@ = 0 :ESP_1037 wait 0 0AB1: call_scm_func @ITR_735 0 0@ 1@ 0AB1: call_scm_func @ITR_628 2 0@ 1@ 0@ 1@ 0093: 0@ = integer 0@ to_float 0093: 1@ = integer 1@ to_float if 05A5: is_area_center 0@ 1@ scale 5.0 5.0 overlaping_area_center 87.0 382.0 scale 86.0 84.0 else_jump @ESP_1252 if or 0AB0: key_pressed 1 0AB0: key_pressed 2 else_jump @ESP_1252 if 31@ == 0 else_jump @ESP_1220 018C: play_sound 1083 at 0.0 0.0 0.0 wait 350 31@ = 1 jump @ESP_1252 :ESP_1220 018C: play_sound 1084 at 0.0 0.0 0.0 wait 350 31@ = 0 :ESP_1252 if 31@ == 1 else_jump @ESP_3798 if 0AB0: key_pressed 119 else_jump @ESP_1307 :ESP_1285 0AB0: key_pressed 119 else_jump @ESP_1307 wait 0 jump @ESP_1285 :ESP_1307 03F0: enable_text_draw 1 0AB1: call_scm_func @ITR_735 0 0@ 1@ 0AB1: call_scm_func @ITR_628 2 0@ 1@ 0@ 1@ 0093: 0@ = integer 0@ to_float 0093: 1@ = integer 1@ to_float 038E: draw_box_position 319.0 382.0 size 120.0 84.0 RGBA 0 0 0 255 3@ = 358.0 038E: draw_box_position 273.0 3@ size 6.0 6.0 RGBA 255 20 20 255 3@ += 13.0 038E: draw_box_position 273.0 3@ size 6.0 6.0 RGBA 255 20 20 255 3@ += 13.0 038E: draw_box_position 273.0 3@ size 6.0 6.0 RGBA 255 20 20 255 3@ += 13.0 038E: draw_box_position 273.0 3@ size 6.0 6.0 RGBA 255 20 20 255 3@ += 13.0 038E: draw_box_position 273.0 3@ size 6.0 6.0 RGBA 255 20 20 255 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 03E0: draw_text_behind_textures 0 0340: set_text_draw_RGBA 200 98 44 255 033F: set_text_draw_letter_size 0.205 0.955 081C: draw_text_outline 1 RGBA 10 10 10 255 033E: set_draw_text_position 320.0 342.0 GXT 'CRED007' // Obbe Vermeij 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 03E0: draw_text_behind_textures 0 0340: set_text_draw_RGBA 204 102 51 255 033F: set_text_draw_letter_size 0.205 0.955 081C: draw_text_outline 1 RGBA 10 10 10 255 033E: set_draw_text_position 289.0 353.0 GXT 'CRED008' // ‹e?y??? ?po™pa???c¦ 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 03E0: draw_text_behind_textures 0 0340: set_text_draw_RGBA 204 102 51 255 033F: set_text_draw_letter_size 0.205 0.955 081C: draw_text_outline 1 RGBA 10 10 10 255 033E: set_draw_text_position 291.0 366.0 GXT 'CRED009' // Alexander Roger 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 03E0: draw_text_behind_textures 0 0340: set_text_draw_RGBA 204 102 51 255 033F: set_text_draw_letter_size 0.205 0.955 081C: draw_text_outline 1 RGBA 10 10 10 255 033E: set_draw_text_position 297.0 380.0 GXT 'CRED010' // ‹e?y??? xy?o›®?k ?epco®a›e? 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 03E0: draw_text_behind_textures 0 0340: set_text_draw_RGBA 204 102 51 255 033F: set_text_draw_letter_size 0.205 0.955 081C: draw_text_outline 1 RGBA 10 10 10 255 033E: set_draw_text_position 302.0 393.0 GXT 'CRED011' // Ian McQue 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 03E0: draw_text_behind_textures 0 0340: set_text_draw_RGBA 204 102 51 255 033F: set_text_draw_letter_size 0.205 0.955 081C: draw_text_outline 1 RGBA 10 10 10 255 033E: set_draw_text_position 303.0 406.0 GXT 'CRED012' // Xy?o›®?k? ?epco®a›e? if 32@ > 200 else_jump @ESP_2775 if or 0AB0: key_pressed 1 0AB0: key_pressed 2 else_jump @ESP_2775 32@ = 0 if 05A5: is_area_center 0@ 1@ scale 5.0 5.0 overlaping_area_center 273.0 358.0 scale 5.0 5.0 else_jump @ESP_2201 if 11@ == 0 else_jump @ESP_2168 11@ = 1 018C: play_sound 1083 at 0.0 0.0 0.0 0AB3: var 1 = 1 jump @ESP_2201 :ESP_2168 11@ = 0 018C: play_sound 1084 at 0.0 0.0 0.0 0AB3: var 1 = 0 :ESP_2201 if 05A5: is_area_center 0@ 1@ scale 5.0 5.0 overlaping_area_center 273.0 371.0 scale 5.0 5.0 else_jump @ESP_2341 if 12@ == 0 else_jump @ESP_2308 12@ = 1 018C: play_sound 1083 at 0.0 0.0 0.0 0AB3: var 2 = 1 jump @ESP_2341 :ESP_2308 12@ = 0 018C: play_sound 1084 at 0.0 0.0 0.0 0AB3: var 2 = 0 :ESP_2341 if 05A5: is_area_center 0@ 1@ scale 5.0 5.0 overlaping_area_center 273.0 384.0 scale 5.0 5.0 else_jump @ESP_2495 if 13@ == 0 else_jump @ESP_2457 13@ = 1 0AB1: call_scm_func @ITR_837 1 -3805 018C: play_sound 1083 at 0.0 0.0 0.0 jump @ESP_2495 :ESP_2457 13@ = 0 018C: play_sound 1084 at 0.0 0.0 0.0 end_thread_named 'ESP' :ESP_2495 if 05A5: is_area_center 0@ 1@ scale 5.0 5.0 overlaping_area_center 273.0 397.0 scale 5.0 5.0 else_jump @ESP_2635 if 14@ == 0 else_jump @ESP_2602 14@ = 1 0AB3: var 4 = 1 018C: play_sound 1083 at 0.0 0.0 0.0 jump @ESP_2635 :ESP_2602 14@ = 0 018C: play_sound 1084 at 0.0 0.0 0.0 0AB3: var 4 = 0 :ESP_2635 if 05A5: is_area_center 0@ 1@ scale 5.0 5.0 overlaping_area_center 273.0 410.0 scale 5.0 5.0 else_jump @ESP_2775 if 15@ == 0 else_jump @ESP_2742 15@ = 1 018C: play_sound 1083 at 0.0 0.0 0.0 0AB3: var 5 = 1 jump @ESP_2775 :ESP_2742 15@ = 0 018C: play_sound 1084 at 0.0 0.0 0.0 0AB3: var 5 = 0 :ESP_2775 if 11@ == 1 else_jump @ESP_2824 038E: draw_box_position 273.0 358.0 size 5.0 5.0 RGBA 0 0 0 255 :ESP_2824 if 12@ == 1 else_jump @ESP_2873 038E: draw_box_position 273.0 371.0 size 5.0 5.0 RGBA 0 0 0 255 :ESP_2873 if 13@ == 1 else_jump @ESP_2922 038E: draw_box_position 273.0 384.0 size 5.0 5.0 RGBA 0 0 0 255 :ESP_2922 if 14@ == 1 else_jump @ESP_2971 038E: draw_box_position 273.0 397.0 size 5.0 5.0 RGBA 0 0 0 255 :ESP_2971 if 15@ == 1 else_jump @ESP_3020 038E: draw_box_position 273.0 410.0 size 5.0 5.0 RGBA 0 0 0 255 :ESP_3020 038E: draw_box_position 372.0 387.0 size 5.0 65.0 RGBA 100 0 0 255 if 05A5: is_area_center 0@ 1@ scale 4.0 4.0 overlaping_area_center 372.0 387.0 scale 4.0 65.0 else_jump @ESP_3318 if 05A5: is_area_center 0@ 1@ scale 4.0 4.0 overlaping_area_center 372.0 18@ scale 4.0 4.0 else_jump @ESP_3291 18@ -= 357.0 18@ *= 33.35 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 03E0: draw_text_behind_textures 0 0340: set_text_draw_RGBA 204 102 51 255 033F: set_text_draw_letter_size 0.205 0.955 081C: draw_text_outline 1 RGBA 10 10 10 255 1@ += 15.0 0092: 19@ = float 18@ to_integer 045A: draw_text_1number 0@ 1@ GXT 'CRED013' number 19@ // Alan Davidson 0AB3: var 6 = 19@ 1@ -= 15.0 18@ /= 33.35 18@ += 357.0 :ESP_3291 if or 0AB0: key_pressed 1 0AB0: key_pressed 2 else_jump @ESP_3318 0087: 18@ = 1@ // (float) :ESP_3318 if 18@ > 417.0 else_jump @ESP_3349 18@ = 417.0 :ESP_3349 if not 18@ >= 357.0 else_jump @ESP_3380 18@ = 357.0 :ESP_3380 038E: draw_box_position 372.0 18@ size 4.0 4.0 RGBA 0 0 0 255 038E: draw_box_position 364.0 387.0 size 5.0 65.0 RGBA 100 0 0 255 if 05A5: is_area_center 0@ 1@ scale 4.0 4.0 overlaping_area_center 364.0 387.0 scale 4.0 65.0 else_jump @ESP_3707 if 05A5: is_area_center 0@ 1@ scale 4.0 4.0 overlaping_area_center 364.0 20@ scale 4.0 4.0 else_jump @ESP_3680 20@ -= 357.0 20@ *= 5.0 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 03E0: draw_text_behind_textures 0 0340: set_text_draw_RGBA 204 102 51 255 033F: set_text_draw_letter_size 0.205 0.955 081C: draw_text_outline 1 RGBA 10 10 10 255 1@ += 15.0 0092: 19@ = float 20@ to_integer 045A: draw_text_1number 0@ 1@ GXT 'CRED014' number 19@ // Alisdair Wood 1@ -= 15.0 0AB3: var 7 = 19@ 20@ /= 5.0 20@ += 357.0 :ESP_3680 if or 0AB0: key_pressed 1 0AB0: key_pressed 2 else_jump @ESP_3707 0087: 20@ = 1@ // (float) :ESP_3707 if 20@ > 417.0 else_jump @ESP_3738 20@ = 417.0 :ESP_3738 if not 20@ >= 357.0 else_jump @ESP_3769 20@ = 357.0 :ESP_3769 038E: draw_box_position 364.0 20@ size 4.0 4.0 RGBA 0 0 0 255 :ESP_3798 jump @ESP_1037 thread 'ESP' :ESP_3816 wait 0 0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0 29@ += 4 0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0 30@ = 0 :ESP_3860 0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0 29@ += 1 if and 31@ >= 0 128 > 31@ else_jump @ESP_4178 005A: 31@ += 30@ // (int) if and 803C: not $PLAYER_ACTOR == 31@ // (int) 02CB: actor 31@ bounding_sphere_visible else_jump @ESP_4178 if Actor.Driving(31@) else_jump @ESP_4178 04C4: store_coords_to 1@ 2@ 3@ from_actor 31@ with_offset 0.0 0.0 0.0 04C4: store_coords_to 1@ 2@ 3@ from_actor 31@ with_offset 0.0 0.0 0.0 0AB1: call_scm_func @ITR_977 3 1@ 2@ 3@ 4@ 5@ 03F0: enable_text_draw 1 038E: draw_box_position 4@ 5@ size 3.5 3.5 RGBA 255 0 0 255 038E: draw_box_position 4@ 5@ size 2.0 2.0 RGBA 200 0 0 255 038E: draw_box_position 4@ 5@ size 1.5 1.5 RGBA 150 0 0 255 038E: draw_box_position 4@ 5@ size 1.0 1.0 RGBA 100 0 0 255 038E: draw_box_position 4@ 5@ size 0.5 0.5 RGBA 50 0 0 255 :ESP_4178 30@ += 256 30@ > 35584 else_jump @ESP_3860 jump @ESP_3816 thread 'iTR' :ITR_11 wait 0 0AB4: 11@ = var 1 0AB4: 12@ = var 2 0AB4: 14@ = var 4 0AB4: 15@ = var 5 if or 11@ == 1 12@ == 1 14@ == 1 15@ == 1 else_jump @ITR_621 if and Actor.Driving($PLAYER_ACTOR) 0AB0: key_pressed 1 else_jump @ITR_621 25@ = Actor.CurrentCar($PLAYER_ACTOR) Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@) Actor.StorePos($PLAYER_ACTOR, 29@, 28@, 27@) 3@ = 100000.0 gosub @ITR_1071 if 056D: actor 9@ defined else_jump @ITR_621 30@ = Actor.CurrentCar(9@) 036A: put_actor $PLAYER_ACTOR in_car 30@ 0AB4: 10@ = var 1 if 10@ == 1 else_jump @ITR_273 0208: 17@ = random_float_in_ranges 0.0 1.0 0208: 18@ = random_float_in_ranges 0.0 1.0 07D5: set_car 30@ velocity_in_direction_XYZ 17@ 18@ 2.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 :ITR_273 0AB4: 10@ = var 2 if 10@ == 1 else_jump @ITR_321 0208: 18@ = random_float_in_ranges 0.0 360.0 0731: set_car 30@ y_angle_to 18@ :ITR_321 0AB4: 10@ = var 4 if 10@ == 1 else_jump @ITR_419 Car.StorePos(25@, 2@, 3@, 4@) Car.StorePos(30@, 5@, 6@, 7@) 0063: 2@ -= 5@ // (float) 0063: 3@ -= 6@ // (float) 0604: get_Z_angle_for_point 2@ 3@ store_to 7@ 7@ -= 180.0 Car.Angle(30@) = 7@ :ITR_419 0AB4: 10@ = var 5 if 10@ == 1 else_jump @ITR_458 Car.Health(30@) = 100 jump @ITR_466 :ITR_458 Car.Health(30@) = 500 :ITR_466 0AB4: 10@ = var 1 if 10@ == 0 else_jump @ITR_524 0AB4: 10@ = var 7 0093: 11@ = integer 10@ to_float 11@ += 5.0 Car.SetSpeedInstantly(30@, 11@) :ITR_524 0AB4: 10@ = var 6 wait 10@ if 056E: car 25@ defined else_jump @ITR_587 036A: put_actor $PLAYER_ACTOR in_car 25@ 018C: play_sound 1083 at 0.0 0.0 0.0 jump @ITR_621 :ITR_587 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 29@ 28@ 27@ 018C: play_sound 1084 at 0.0 0.0 0.0 :ITR_621 jump @ITR_11 :ITR_628 2@ = 640.0 0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0 0093: 4@ = integer 4@ to_float 0073: 2@ /= 4@ // (float) 006B: 0@ *= 2@ // (float) 3@ = 448.0 0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0 0093: 5@ = integer 5@ to_float 0073: 3@ /= 5@ // (float) 006B: 1@ *= 3@ // (float) 0AB2: ret 2 0@ 1@ :ITR_735 0AA2: 0@ = load_library "user32.dll" // IF and SET 0AA4: 1@ = get_proc_address "GetCursorPos" library 0@ // IF and SET 0AC7: 2@ = var 5@ offset 0AA5: call 1@ num_params 1 pop 0 2@ 0A8D: 3@ = read_memory 2@ size 4 virtual_protect 0 2@ += 4 0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0 0AB2: ret 2 3@ 4@ :ITR_837 0A9F: 32@ = current_thread_pointer 32@ += 16 0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0 0062: 32@ -= 0@ // (int) 0AA7: call_function 4607008 num_params 1 pop 1 32@ 33@ 005A: 32@ += 0@ // (int) 33@ += 16 0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0 33@ += 44 32@ = 0 :ITR_928 0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0 33@ += 4 32@ += 1 32@ > 30 else_jump @ITR_928 0AB2: ret 0 :ITR_977 0AA7: call_function 7392816 num_params 6 pop 6 1 1 7@s 6@s 2@s 0@s 29@ 0073: 2@ /= 6@ // (float) 0073: 2@ /= 4@ // (float) 0073: 3@ /= 7@ // (float) 0073: 3@ /= 4@ // (float) 2@ *= 640.0 3@ *= 448.0 0AB2: ret 2 2@ 3@ :ITR_1071 0395: clear_area 1 at 0@ 1@ 2@ radius 100000.0 16@ = 305868 5@ = -5683 6@ = 1988 jump @ITR_1226 16@ = 305871 17@ = -5726 20@ = 412 16@ = 305869 17@ = -5738 18@ = -1 20@ = 2584 Player.Defined($PLAYER_CHAR) else_jump @ITR_1226 Actor.Driving($PLAYER_ACTOR) else_jump @ITR_1226 18@ = Actor.CurrentCar($PLAYER_ACTOR) jump @ITR_1226 :ITR_1226 008B: 16@ = &0(16@,1i) // (int) 0AB1: call_scm_func @ITR_1641 2 16@ 8 7@ 0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 9@ = -1 10@ = 0 :ITR_1282 0AB1: call_scm_func @ITR_1641 2 11@ 20 4@ not 4@ == 0 else_jump @ITR_1609 0AB1: call_scm_func @ITR_1641 2 4@ 48 12@ 0AB1: call_scm_func @ITR_1641 2 4@ 52 13@ 0AB1: call_scm_func @ITR_1641 2 4@ 56 14@ 050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@ 0025: 3@ > 15@ // (float) else_jump @ITR_1609 0085: 9@ = 10@ // (int) 0AB1: call_scm_func @ITR_1641 2 16@ 4 4@ 005A: 4@ += 9@ // (int) 0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0 9@ *= 256 005A: 9@ += 4@ // (int) jump 5@ 056D: actor 9@ defined else_jump @ITR_1571 if or 003C: $PLAYER_ACTOR == 9@ // (int) Actor.Dead(9@) else_jump @ITR_1585 jump @ITR_1571 83CA: not object 9@ exists else_jump @ITR_1585 056E: car 9@ defined else_jump @ITR_1571 if or 003B: 18@ == 9@ // (int) Car.Wrecked(9@) else_jump @ITR_1585 jump @ITR_1571 :ITR_1571 9@ = -1 jump @ITR_1609 :ITR_1585 if Actor.Driving(9@) else_jump @ITR_1571 0085: 3@ = 15@ // (int) :ITR_1609 005A: 11@ += 6@ // (int) 10@ += 1 002D: 10@ >= 7@ // (int) else_jump @ITR_1282 return :ITR_1641 0A8E: 0@ = 0@ + 1@ // int 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 0AB2: ret 1 0@
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Никто здесь тебе не будет помогать делать читы для мультиплеера, и уж тем более - копаться в чужих читах.
Если уж сильно чего-то хочешь в читерском деле - учись этому сам.
Или обращайся к людям, которые специализируются на читах. Но сомневаюсь, что такие помогают даром.
Last edited by Shag (27-03-2014 23:20)
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