#1 22-07-2016 10:20

Jerome_Flyhertz
Registered: 22-07-2016
Posts: 1

help in editing a mod!

this is a Artillery srike mod for gta sa cleo 3.
in this mod for marking a point it takes the marker co-ordinates
what i want is to be able to mark the point through camera.
actually im new to this stuff so i feel these codes so advanced.
please help.


here is the mod .cs file


:NONAME_2
wait 0
if
0AA9:   is_game_version_original
else_jump @NONAME_40
0A8D: 15@ = read_memory 9867536 size 4 virtual_protect 0
jump @NONAME_54

:NONAME_40
0A8D: 15@ = read_memory 9877392 size 4 virtual_protect 0

:NONAME_54
if
04A4:   15@ == 1095914569 // == constant
else_jump @NONAME_265
if
0AA9:   is_game_version_original
else_jump @NONAME_108
0A8C: write_memory 9867536 size 4 value 0 virtual_protect 0
jump @NONAME_121

:NONAME_108
0A8C: write_memory 9877392 size 4 value 0 virtual_protect 0

:NONAME_121
if
0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET
else_jump @NONAME_228
if
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 0@ 1@ radius 500.0 500.0
else_jump @NONAME_206
0AB1: call_scm_func @NONAME_1697 1 -1910 
gosub @NONAME_1034
jump @NONAME_221

:NONAME_206
0AB1: call_scm_func @NONAME_1697 1 -1965 

:NONAME_221
jump @NONAME_265

:NONAME_228
0AB1: call_scm_func @NONAME_1697 1 -2036 
0AB1: call_scm_func @NONAME_1776 1 -2075 
gosub @NONAME_272

:NONAME_265
jump @NONAME_2

:NONAME_272
wait 0
19@ = 1
if
  19@ == 1
else_jump @NONAME_1025
19@ = 0
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
0AB1: call_scm_func @NONAME_1875 1 25 23@ 
0AB1: call_scm_func @NONAME_1875 1 7 4@ 
0AB1: call_scm_func @NONAME_1875 1 1 14@ 
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 4@ 23@ 12@ 11@ 10@ 250.0 
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 14@ 23@ 12@ 11@ 10@ 1.0 
if
86BD:   not no_obstacles_between 1@ 2@ 3@ and 7@ 8@ 9@ solid 1 car 1 actor 1 object 1 particle 0
else_jump @NONAME_966
0@ = 1

:NONAME_489
0087: 4@ = 1@ // (float)
005B: 4@ += 7@ // (float)
4@ /= 2.0
0087: 5@ = 2@ // (float)
005B: 5@ += 8@ // (float)
5@ /= 2.0
0087: 6@ = 3@ // (float)
005B: 6@ += 9@ // (float)
6@ /= 2.0
if
86BD:   not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 1 object 1 particle 0
else_jump @NONAME_639
0087: 7@ = 4@ // (float)
0087: 8@ = 5@ // (float)
0087: 9@ = 6@ // (float)
jump @NONAME_663

:NONAME_639
0087: 1@ = 4@ // (float)
0087: 2@ = 5@ // (float)
0087: 3@ = 6@ // (float)

:NONAME_663
0@ += 1
  0@ > 20
else_jump @NONAME_489
if
86BD:   not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 0 car 0 actor 1 object 0 particle 0
else_jump @NONAME_739
jump @NONAME_1025
jump @NONAME_959

:NONAME_739
0087: 4@ = 1@ // (float)
005B: 4@ += 7@ // (float)
4@ /= 2.0
0087: 5@ = 2@ // (float)
005B: 5@ += 8@ // (float)
5@ /= 2.0
0087: 6@ = 3@ // (float)
005B: 6@ += 9@ // (float)
6@ /= 2.0
if
03CA:   object 20@ exists
else_jump @NONAME_838
Object.Destroy(20@)

:NONAME_838
20@ = Object.Create(1318, 4@, 5@, 6@)
if
0AB0:   key_pressed 1
else_jump @NONAME_930
Object.Destroy(20@)
0087: 0@ = 4@ // (float)
0087: 1@ = 5@ // (float)
0087: 2@ = 6@ // (float)
0AB1: call_scm_func @NONAME_1697 1 -1910 
gosub @NONAME_1034
return
jump @NONAME_952

:NONAME_930
if
0AB0:   key_pressed 8
else_jump @NONAME_952
Object.Destroy(20@)
return

:NONAME_952
jump @NONAME_1025

:NONAME_959
jump @NONAME_1025

:NONAME_966
if
0AB0:   key_pressed 1
else_jump @NONAME_1003
0AB1: call_scm_func @NONAME_1697 1 -1965 
jump @NONAME_1020

:NONAME_1003
if
0AB0:   key_pressed 8
else_jump @NONAME_1020
return

:NONAME_1020
wait 350

:NONAME_1025
003D:
jump @NONAME_272

:NONAME_1034
14@ = 0
0AB1: call_scm_func @NONAME_1776 1 -2138 

:NONAME_1056
064B: 10@ = create_particle "smoke_flare" at 0@ 1@ 2@ type 4
064C: make_particle 10@ visible
0006: 3@ = 0@  // Note: the incorrect math opcode was used here
0006: 4@ = 1@  // Note: the incorrect math opcode was used here
3@ += 300.0
4@ += 300.0
0007: 5@ = 2@  // Note: the incorrect math opcode was used here
5@ += 500.0
9@ = Object.Create(3065, 3@, 4@, 5@)
0750: set_object 9@ visibility 0
04D9: object 9@ set_scripted_collision_check 1
Object.CollisionDetection(9@) = True
0906: set_object 9@ mass_to 5000000.0 // float
0908: set_object 9@ turn_mass_to 5000000.0 // float
02F6: 7@ = sine -45.0 // (float)
02F7: 8@ = cosine -45.0 // (float)
6@ = 56.0
006B: 7@ *= 6@ // (float)
006B: 8@ *= 6@ // (float)
8@ *= -1.0
Object.ToggleInMovingList(9@) = True
Object.Throw(9@, 7@, 8@, 10.0)
33@ = 0

:NONAME_1288
wait 0
if
04DA:   has_object 9@ collided
else_jump @NONAME_1537
0650: destroy_particle 10@
064F: remove_references_to_particle 10@
0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 0.0 0.0
0948: create_explosion_at 11@ 12@ 13@ type 7 camera_shake 3.0
0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 0.0 -5.0
0948: create_explosion_at 11@ 12@ 13@ type 7 camera_shake 3.0
0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 2.0 0.0
0948: create_explosion_at 11@ 12@ 13@ type 7 camera_shake 3.0
0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 -2.0 0.0
0948: create_explosion_at 11@ 12@ 13@ type 7 camera_shake 3.0
wait 500
Object.Destroy(9@)
14@ += 1
jump @NONAME_1681
jump @NONAME_1674

:NONAME_1537
if or
0AB0:   key_pressed 8
  33@ > 10000
   Actor.Dead($PLAYER_ACTOR)
else_jump @NONAME_1589
Object.Destroy(9@)
0650: destroy_particle 10@
064F: remove_references_to_particle 10@
return
jump @NONAME_1674

:NONAME_1589
0400: store_coords_to 11@ 12@ 13@ from_object 9@ with_offset 0.0 0.0 0.0
095C: create_smoke_at 11@ 12@ 13@ velocity 0.0 0.0 0.2 RGBA 1.0 1.0 2.0 1.0 size 0.6 last_factor 0.4

:NONAME_1674
jump @NONAME_1288

:NONAME_1681
  14@ == 3
else_jump @NONAME_1056
return

:NONAME_1697
0A9F: 32@ = current_thread_pointer
32@ += 16
0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0
0062: 32@ -= 0@ // (int)
if
0AA9:   is_game_version_original
else_jump @NONAME_1771
0AA5: call 6943200 num_params 4 pop 4 0 0 5000 32@ 
jump @NONAME_1771

:NONAME_1771
0AB2: ret 0

:NONAME_1776
0A9F: 32@ = current_thread_pointer
32@ += 16
0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0
0062: 32@ -= 0@ // (int)
if
0AA9:   is_game_version_original
else_jump @NONAME_1849
0AA5: call 5802976 num_params 4 pop 4 0 0 0 32@ 
jump @NONAME_1870

:NONAME_1849
0AA5: call 5804976 num_params 4 pop 4 0 0 0 32@ 

:NONAME_1870
0AB2: ret 0

:NONAME_1875
0A9F: 23@ = current_thread_pointer
23@ += 60
0@ *= 4
005A: 23@ += 0@ // (int)
0AB2: ret 1 23@
hex
7E 79 7E 54 61 72 67 65 74 20 7E 79 7E 72 65 67
69 73 74 65 72 65 64 2E 2E 2E 20 7E 79 7E 46 69
72 69 6E 67 20 7E 79 7E 66 6F 72 20 7E 79 7E 65
66 66 65 63 74 21 00
end
hex
7E 72 7E 4E 65 67 61 74 69 76 65 20 7E 72 7E 6F
6E 20 7E 72 7E 74 68 6F 73 65 20 7E 72 7E 63 6F
6F 72 64 69 6E 61 74 65 73 2E 20 7E 72 7E 43 68
65 63 6B 20 7E 72 7E 79 6F 75 72 20 7E 72 7E 73
74 61 74 75 73 2E 00
end
hex
7E 79 7E 41 77 61 69 74 69 6E 67 20 7E 79 7E 74
61 72 67 65 74 20 7E 79 7E 63 6F 2D 6F 72 64 69
6E 61 74 65 73 2E 00
end
hex
7E 79 7E 50 72 65 73 73 20 7E 79 7E 4C 4D 42 20
7E 79 7E 74 6F 20 7E 79 7E 72 65 67 69 73 74 65
72 20 7E 79 7E 74 61 72 67 65 74 27 73 20 7E 79
7E 63 6F 2D 6F 72 64 69 6E 61 74 65 73 2E 00
end
hex
7E 79 7E 50 72 65 73 73 20 7E 79 7E 42 61 63 6B
73 70 61 63 65 20 7E 79 7E 74 6F 20 7E 79 7E 63
61 6E 63 65 6C 20 7E 79 7E 74 68 65 20 7E 79 7E
73 74 72 69 6B 65 2E 00
end

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