Проверка скриптов и плагинов на вредоносное ПО

lemonager

;)
Автор темы
Всефорумный модератор
809
1,702
Версия SA-MP
  1. Любая
nX15Ep5.png

eNo5cSj.png

Общая тема для просьб о помощи проверки скриптов, плагинов и приложений.
Теперь не нужно создавать много отдельных тем о помощи с проверкой.

Рекомендации:
  1. Ставить к себе в игру что-либо с темы крайне не рекомендуется, если файл не был проверен опытным пользователем или Вы в нём сомневаетесь.
  2. Сообщения по типу "спасибо, помог" по правилам форума считаются флудом и будут удалены. Если вам помогли, вы можете нажать кнопку Мне нравится под ответом - это даст понять, что ответ верный.
eNo5cSj.png

qJTRxhB.png
 

Kto_759

Новичок
2
0
Посмотрите пж чистый ?
 

Вложения

  • rc1.asi
    14.5 KB · Просмотры: 3
  • rc2.asi
    41.5 KB · Просмотры: 2

m1lto

Участник
48
3
проверьте
 

Вложения

  • strobs.cs
    18.8 KB · Просмотры: 6
  • run.cs
    17.2 KB · Просмотры: 5
  • speedometer.asi
    163 KB · Просмотры: 1

!Sam#0235

Активный
121
39
Cleo clean, остальное я не знаю

strobs.cs:
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

thread 'STRBSKP'

:Label11
wait 0
   Player.Defined($PLAYER_CHAR)
jf @Label11
if and
   Actor.Driving($PLAYER_ACTOR)
847A:   not actor $PLAYER_ACTOR driving_bike
84A7:   not actor $PLAYER_ACTOR driving_boat
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
jf @Label11
jump @Label73

:Label73
wait 0
key_down 80
jf @Label73
jump @Label95

:Label95
wait 0
0@ = Actor.CurrentCar($PLAYER_ACTOR)
0A97: 1@ = car 0@ struct
1@ += 1440
067F: set_car 0@ lights 2
wait 50
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 3
jump @Label160

:Label160
wait 100
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
wait 100
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 100
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
wait 100
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
if
key_down 80
jf @Label160
wait 500
jump @Label336

:Label336
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 3
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 500
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
if
key_down 80
jf @Label336
wait 500
jump @Label719

:Label719
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 3
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
wait 300
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
if
key_down 80
jf @Label719
wait 500
jump @Label950

:Label950
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 3
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
wait 350
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 60
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
wait 50
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 50
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
wait 100
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
wait 100
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
wait 100
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 0
wait 80
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 1 1
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
if
key_down 80
jf @Label950
wait 500
067F: set_car 0@ lights 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 3
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 0
0AA6: call_method 7086336 struct 1@ num_params 2 pop 0 0 1
wait 2000
Car.RemoveReferences(0@)
jump @Label11
run.cs:
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE CLEO+}
{$USE file}
{$USE newOpcodes}

0000: NOP

:Label2
wait 0
if
   Player.Defined($0[2])
jf @Label2
wait 10000
Player.InfiniteRun($0[2], True)
end_thread
 
  • Нравится
Реакции: Dheyker

Cypher

Активный
224
55
Этот файл стиллер?или для чего он нужен?
 

Вложения

  • moonloader.lua
    1.9 KB · Просмотры: 11

woodware

Потрачен
Проверенный
4,596
1,275
Этот файл стиллер?или для чего он нужен?
это авторег скорее всего
авторег + когда ты достигаешь 6 или какого то там лвла происходит взаимодействие с ником Jocelyn_Flores(скорее всего перевод денег на банк)
 

!Sam#0235

Активный
121
39
чистить

CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

03A4: name_thread "$PLAYER_ACTOR"
0662: printstring "MADE BY OPCODEEXE"
0662: printstring ":D:D:D:D"
0662: printstring "WWW.YOUTUBE.COM/TVOPCODEEXE"

:_PLAYER_ACTOR_81
0001: wait 0 ms
00D6: if and
0AB0:   key_pressed 88
0AB0:   key_pressed 18
004D: jump_if_false @_PLAYER_ACTOR_81
0006: 29@ = 0
0006: 28@ = 0
04ED: load_animation "FALL_SKYDIVE"
0A96: 11@ = actor $PLAYER_ACTOR struct
0A8E: 3@ = 11@ + 1132 // int
0A8E: 4@ = 11@ + 1360 // int
0A8E: 5@ = 11@ + 1364 // int
018C: play_sound 1083 at 0.0 0.0 0.0
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0
0ACD: show_text_highpriority "~R~INFO: ~W~ SURFLY ACTIVATED." time 2000

:_PLAYER_ACTOR_247
0001: wait 0 ms
00D6: if
8AB0:   not key_pressed 88
004D: jump_if_false @_PLAYER_ACTOR_247

:_PLAYER_ACTOR_266
00D6: if
8AB0:   not key_pressed 88
004D: jump_if_false @_PLAYER_ACTOR_1794
0001: wait 0 ms
00D6: if
8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @_PLAYER_ACTOR_1345
00D6: if
80DF:   not actor $PLAYER_ACTOR driving
004D: jump_if_false @_PLAYER_ACTOR_1978
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
068D: get_camera_position_to 20@ 21@ 22@
068E: get_camera_target_point_to 22@ 23@ 24@
0063: 22@ -= 20@ // (float)
0063: 23@ -= 21@ // (float)
0604: get_Z_angle_for_point 22@ 23@ store_to 7@
0173: set_actor $PLAYER_ACTOR Z_angle_to 7@
0662: printstring "FYPS SPEECALCULATION"
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0013: 8@ *= 1.001
0013: 9@ *= 1.001
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0
0A8D: 7@ = read_memory 5@ size 4 virtual_protect 0
0013: 6@ *= 15.0
0013: 7@ *= 15.0
005B: 8@ += 6@ // (float)
005B: 9@ += 7@ // (float)
0662: printstring "END"
00D6: if
0AB0:   key_pressed 87
004D: jump_if_false @_PLAYER_ACTOR_611
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:_PLAYER_ACTOR_611
00D6: if
0AB0:   key_pressed 65
004D: jump_if_false @_PLAYER_ACTOR_701
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset -1.0 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:_PLAYER_ACTOR_701
00D6: if
0AB0:   key_pressed 68
004D: jump_if_false @_PLAYER_ACTOR_791
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:_PLAYER_ACTOR_791
00D6: if
0AB0:   key_pressed 83
004D: jump_if_false @_PLAYER_ACTOR_881
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:_PLAYER_ACTOR_881
00D6: if
0AB0:   key_pressed 16
004D: jump_if_false @_PLAYER_ACTOR_1003
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @_PLAYER_ACTOR_912

:_PLAYER_ACTOR_912
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)
005B: 10@ += 25@ // (float)

:_PLAYER_ACTOR_1003
00D6: if
0AB0:   key_pressed 32
004D: jump_if_false @_PLAYER_ACTOR_1028
000B: 10@ += 20.0

:_PLAYER_ACTOR_1028
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @_PLAYER_ACTOR_1189
000B: 10@ += 0.2
00D6: if or
0AB0:   key_pressed 65
0AB0:   key_pressed 68
0AB0:   key_pressed 83
0AB0:   key_pressed 87
004D: jump_if_false @_PLAYER_ACTOR_1182
04ED: load_animation "FALL_SKYDIVE"
04ED: load_animation "PARACHUTE"
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
018C: play_sound 1131 at 0.0 0.0 0.0
0002: jump @_PLAYER_ACTOR_1189

:_PLAYER_ACTOR_1182
0002: jump @_PLAYER_ACTOR_1189

:_PLAYER_ACTOR_1189
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @_PLAYER_ACTOR_1222
000B: 10@ += 0.1
0002: jump @_PLAYER_ACTOR_1222

:_PLAYER_ACTOR_1222
00D6: if and
0019:   29@ > 3
0AB0:   key_pressed 18
004D: jump_if_false @_PLAYER_ACTOR_1305
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0017: 8@ /= 1.5
0017: 9@ /= 1.5
0017: 10@ /= 1.5
000B: 10@ += 0.4
0006: 29@ = 0

:_PLAYER_ACTOR_1305
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0A8C: write_memory 3@ size 1 value 0 virtual_protect 0
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1

:_PLAYER_ACTOR_1345
00D6: if
0611:   actor $PLAYER_ACTOR performing_animation "KO_SKID_BACK"
004D: jump_if_false @_PLAYER_ACTOR_1423
0812: AS_actor $PLAYER_ACTOR perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0687: clear_actor $PLAYER_ACTOR task

:_PLAYER_ACTOR_1423
00D6: if
0AB0:   key_pressed 121
004D: jump_if_false @_PLAYER_ACTOR_1780
00D6: if
80DF:   not actor $PLAYER_ACTOR driving
004D: jump_if_false @_PLAYER_ACTOR_1608
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if and
0019:   29@ > 20
056E:   car 0@ defined
004D: jump_if_false @_PLAYER_ACTOR_1780
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
00AB: put_car 0@ at 23@ 24@ 25@
0172: 25@ = actor $PLAYER_ACTOR Z_angle
0001: wait 0 ms
036A: put_actor $PLAYER_ACTOR in_car 0@
0175: set_car 0@ Z_angle_to 25@
0ACD: show_text_highpriority "[F10] ~R~E~W~NTERED..." time 1022
0001: wait 0 ms
0006: 29@ = 0
02EB: restore_camera_with_jumpcut
0002: jump @_PLAYER_ACTOR_1780

:_PLAYER_ACTOR_1608
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @_PLAYER_ACTOR_1780
00D6: if and
0019:   29@ > 20
00DB:   actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @_PLAYER_ACTOR_1780
0ACD: show_text_highpriority "[F10] ~R~R~W~EMOVED..." time 1022
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 23@ 24@ 25@
0001: wait 0 ms
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @_PLAYER_ACTOR_1771
099A: set_car 0@ collision_detection 1

:_PLAYER_ACTOR_1771
02EB: restore_camera_with_jumpcut
0006: 29@ = 0

:_PLAYER_ACTOR_1780
000A: 29@ += 1
0002: jump @_PLAYER_ACTOR_266

:_PLAYER_ACTOR_1794
0ACD: show_text_highpriority "~R~INFO: ~W~ SURFLY DEACTIVATED." time 2000
0001: wait 100 ms
018C: play_sound 1084 at 0.0 0.0 0.0
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
0687: clear_actor $PLAYER_ACTOR task
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @_PLAYER_ACTOR_1918
099A: set_car 0@ collision_detection 1

:_PLAYER_ACTOR_1918
0001: wait 20 ms
8AB0:   not key_pressed 88
004D: jump_if_false @_PLAYER_ACTOR_1918
0ACD: show_text_highpriority "~R~INFO: ~W~ MADE BY OPCODEEXE." time 950
0002: jump @_PLAYER_ACTOR_81

:_PLAYER_ACTOR_1978
03C0: 0@ = actor $PLAYER_ACTOR car
03AB: set_car 0@ strong 1
099A: set_car 0@ collision_detection 0
0A30: repair_car 0@
01EC: make_car 0@ very_heavy 1
07DA: set_car 0@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_body
07DB: set_car 0@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass
068D: get_camera_position_to 20@ 21@ 22@
068E: get_camera_target_point_to 22@ 23@ 24@
0063: 22@ -= 20@ // (float)
0063: 23@ -= 21@ // (float)
0604: get_Z_angle_for_point 22@ 23@ store_to 7@
0175: set_car 0@ Z_angle_to 7@
00D6: if
0AB0:   key_pressed 87
004D: jump_if_false @_PLAYER_ACTOR_2220
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.03 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:_PLAYER_ACTOR_2220
00D6: if
0AB0:   key_pressed 83
004D: jump_if_false @_PLAYER_ACTOR_2331
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 -0.03 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:_PLAYER_ACTOR_2331
00D6: if
0AB0:   key_pressed 65
004D: jump_if_false @_PLAYER_ACTOR_2442
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset -0.03 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:_PLAYER_ACTOR_2442
00D6: if
0AB0:   key_pressed 68
004D: jump_if_false @_PLAYER_ACTOR_2553
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.03 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:_PLAYER_ACTOR_2553
00D6: if
0AB0:   key_pressed 32
004D: jump_if_false @_PLAYER_ACTOR_2664
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.0 0.03
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:_PLAYER_ACTOR_2664
00D6: if
0AB0:   key_pressed 16
004D: jump_if_false @_PLAYER_ACTOR_2775
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.0 -0.03
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:_PLAYER_ACTOR_2775
00D6: if and
0019:   29@ > 6
0AB0:   key_pressed 18
004D: jump_if_false @_PLAYER_ACTOR_2807
04BA: set_car 0@ speed_to 0.0

:_PLAYER_ACTOR_2807
0002: jump @_PLAYER_ACTOR_1423
 
  • Нравится
Реакции: Dheyker

Charlez

Участник
199
12
Тут есть?
 

Вложения

  • [Cleo]Неотцепляющийся прицеп.cs
    17.6 KB · Просмотры: 5