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Hoomer131

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

//-------------MAIN---------------
thread "$PLAYER_ACTOR"
0662: printstring "MADE BY OPCODEEXE"
0662: printstring ":D:D:D:D"
0662: printstring "WWW.YOUTUBE.COM/TVOPCODEEXE"

:$PLAYER_ACTOR_81
wait 0
if 1
key_down 112
key_down 18
else_jump @$PLAYER_ACTOR_81
29@ = 0
28@ = 0
04ED: load_animation "FALL_SKYDIVE"
0A96: 11@ = actor $PLAYER_ACTOR struct
0A8E: 3@ = 11@ + 1132 // int
0A8E: 4@ = 11@ + 1360 // int
0A8E: 5@ = 11@ + 1364 // int
018C: play_sound 1083 at 0.0 0.0 0.0
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 1, 0)
print "~R~INFO: ~W~ SURFLY ACTIVATED." 2000

:$PLAYER_ACTOR_247
wait 0
if
not key_down 112
else_jump @$PLAYER_ACTOR_247

:$PLAYER_ACTOR_266
if
not key_down 112
else_jump @$PLAYER_ACTOR_1794
wait 0
if
not Actor.Dead($PLAYER_ACTOR)
else_jump @$PLAYER_ACTOR_1345
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @$PLAYER_ACTOR_1978
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 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@
Actor.Angle($PLAYER_ACTOR) = 7@
0662: printstring "FYPS SPEECALCULATION"
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
8@ *= 1.001
9@ *= 1.001
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0
0A8D: 7@ = read_memory 5@ size 4 virtual_protect 0
6@ *= 15.0
7@ *= 15.0
005B: 8@ += 6@ // (float)
005B: 9@ += 7@ // (float)
0662: printstring "END"
if
key_down 87
else_jump @$PLAYER_ACTOR_611
Actor.StorePos($PLAYER_ACTOR, 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)

:$PLAYER_ACTOR_611
if
key_down 65
else_jump @$PLAYER_ACTOR_701
Actor.StorePos($PLAYER_ACTOR, 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)

:$PLAYER_ACTOR_701
if
key_down 68
else_jump @$PLAYER_ACTOR_791
Actor.StorePos($PLAYER_ACTOR, 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)

:$PLAYER_ACTOR_791
if
key_down 83
else_jump @$PLAYER_ACTOR_881
Actor.StorePos($PLAYER_ACTOR, 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)

:$PLAYER_ACTOR_881
if
key_down 16
else_jump @$PLAYER_ACTOR_1003
if
0818: actor $PLAYER_ACTOR in_air
else_jump @$PLAYER_ACTOR_912

:$PLAYER_ACTOR_912
Actor.StorePos($PLAYER_ACTOR, 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)

:$PLAYER_ACTOR_1003
if
key_down 32
else_jump @$PLAYER_ACTOR_1028
10@ += 20.0

:$PLAYER_ACTOR_1028
if
0818: actor $PLAYER_ACTOR in_air
else_jump @$PLAYER_ACTOR_1189
10@ += 0.2
if 23
key_down 65
key_down 68
key_down 83
key_down 87
else_jump @$PLAYER_ACTOR_1182
04ED: load_animation "FALL_SKYDIVE"
04ED: load_animation "PARACHUTE"
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
018C: play_sound 1131 at 0.0 0.0 0.0
jump @$PLAYER_ACTOR_1189

:$PLAYER_ACTOR_1182
jump @$PLAYER_ACTOR_1189

:$PLAYER_ACTOR_1189
if
0818: actor $PLAYER_ACTOR in_air
else_jump @$PLAYER_ACTOR_1222
10@ += 0.1
jump @$PLAYER_ACTOR_1222

:$PLAYER_ACTOR_1222
if 1
29@ > 3
key_down 18
else_jump @$PLAYER_ACTOR_1305
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
8@ /= 1.5
9@ /= 1.5
10@ /= 1.5
10@ += 0.4
29@ = 0

:$PLAYER_ACTOR_1305
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0A8C: write_memory 3@ size 1 value 0 virtual_protect 0
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

:$PLAYER_ACTOR_1345
if
Actor.Animation($PLAYER_ACTOR) == "KO_SKID_BACK"
else_jump @$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

:$PLAYER_ACTOR_1423
if
key_down 121
else_jump @$PLAYER_ACTOR_1780
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @$PLAYER_ACTOR_1608
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
if 1
29@ > 20
056E: car 0@ defined
else_jump @$PLAYER_ACTOR_1780
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
Car.PutAt(0@, 23@, 24@, 25@)
25@ = Actor.Angle($PLAYER_ACTOR)
wait 0
036A: put_actor $PLAYER_ACTOR in_car 0@
Car.Angle(0@) = 25@
print "[F10] ~R~E~W~NTERED..." 1022
wait 0
29@ = 0
Camera.Restore_WithJumpCut
jump @$PLAYER_ACTOR_1780

:$PLAYER_ACTOR_1608
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
if
056E: car 0@ defined
else_jump @$PLAYER_ACTOR_1780
if 1
29@ > 20
Actor.InCar($PLAYER_ACTOR, 0@)
else_jump @$PLAYER_ACTOR_1780
print "[F10] ~R~R~W~EMOVED..." 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@
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
if
056E: car 0@ defined
else_jump @$PLAYER_ACTOR_1771
099A: set_car 0@ collision_detection 1

:$PLAYER_ACTOR_1771
Camera.Restore_WithJumpCut
29@ = 0

:$PLAYER_ACTOR_1780
29@ += 1
jump @$PLAYER_ACTOR_266

:$PLAYER_ACTOR_1794
print "~R~INFO: ~W~ SURFLY DEACTIVATED." 2000
wait 100
018C: play_sound 1084 at 0.0 0.0 0.0
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0687: clear_actor $PLAYER_ACTOR task
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
if
056E: car 0@ defined
else_jump @$PLAYER_ACTOR_1918
099A: set_car 0@ collision_detection 1

:$PLAYER_ACTOR_1918
wait 20
not key_down 112
else_jump @$PLAYER_ACTOR_1918
print "~R~INFO: ~W~ MADE BY OPCODEEXE." 950
jump @$PLAYER_ACTOR_81

:$PLAYER_ACTOR_1978
0@ = Actor.CurrentCar($PLAYER_ACTOR)
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@
Car.Angle(0@) = 7@
if
key_down 87
else_jump @$PLAYER_ACTOR_2220
Actor.StorePos($PLAYER_ACTOR, 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

:$PLAYER_ACTOR_2220
if
key_down 83
else_jump @$PLAYER_ACTOR_2331
Actor.StorePos($PLAYER_ACTOR, 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

:$PLAYER_ACTOR_2331
if
key_down 65
else_jump @$PLAYER_ACTOR_2442
Actor.StorePos($PLAYER_ACTOR, 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

:$PLAYER_ACTOR_2442
if
key_down 68
else_jump @$PLAYER_ACTOR_2553
Actor.StorePos($PLAYER_ACTOR, 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

:$PLAYER_ACTOR_2553
if
key_down 32
else_jump @$PLAYER_ACTOR_2664
Actor.StorePos($PLAYER_ACTOR, 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

:$PLAYER_ACTOR_2664
if
key_down 16
else_jump @$PLAYER_ACTOR_2775
Actor.StorePos($PLAYER_ACTOR, 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

:$PLAYER_ACTOR_2775
if 1
29@ > 6
key_down 18
else_jump @$PLAYER_ACTOR_2807
Car.SetSpeedInstantly(0@, 0.0)

:$PLAYER_ACTOR_2807
jump @$PLAYER_ACTOR_1423
 

Вложения

  • SANNY.png
    SANNY.png
    2.2 KB · Просмотры: 124