Вопросы по CLEO-скриптингу

Toplivo

Новичок
43
2
Как пользоваться опкодами 0ab1 и 0ab2 ? Какие параметры устанавливать?
 

gcode

нестандартное звание звание звание звание звани...
Друг
789
357
Как пользоваться опкодами 0ab1 и 0ab2 ? Какие параметры устанавливать?

0ab1 это вызов scm-функции, переменные туда передавать те, которые требует функция (бывает что вообще ничего не нужно передавать). Получать из этой функции следует столько переменных, сколько указано в опкоде 0ab2, который обязателен для каждой scm-функции (но бывает, что функция ничего не передаёт в ответ (ret 0)). В случаях, когда функция ничего не получает, и ничего не передаёт, есть смысл пользоваться gosubом.
 

MISTER_GONWIK

Всефорумный гонщик
Всефорумный модератор
1,260
1,742
0ab1 это вызов scm-функции, переменные туда передавать те, которые требует функция (бывает что вообще ничего не нужно передавать). Получать из этой функции следует столько переменных, сколько указано в опкоде 0ab2, который обязателен для каждой scm-функции (но бывает, что функция ничего не передаёт в ответ (ret 0)). В случаях, когда функция ничего не получает, и ничего не передаёт, есть смысл пользоваться gosubом.

госубом можно пользоваться так же, как и 0ab1..
 

Semqaa

Известный
38
1
как сделать так что мой обычный телепорт тпшился как коордмастер?
Код:
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
thread 'TELEPORT' // na sfa
:TELEPORT_2
wait 0
if //
0AB0: key_pressed 113 // Нажимиать на F2
else_jump @TELEPORT_2
Actor.PutAt($PLAYER_ACTOR, -1406.42, 495.43, 11.20 0)
jump @TELEPORT_2
 

Andr1k

Новичок
6
0
Всем привет. В скриптинге я новичок... Нужна помощь.
Есть один скрипт (худ), мне из него нужно только достать отображение денег через клео, а так же кол. патронов..
Если есть возможность, прошу написать мне отдельно 2 скрипта. Хочу сделать худ, а куски со скрипта выдернуть не могу...
Вот сам код
Код:
// This file was decompiled using sascm.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
 
{$VERSION 3.1.1000}
{$CLEO .cs}
 
//-------------MAIN---------------
0662: printstring "MOD NAME: C_HUD"
0662: printstring "BY CONVERS"
0662: printstring "YOUTUBE CHANNEL: WWW.YOUTUBE.COM/USER/CONVERSPL"
$76 = 0
$78 = 0
$79 = 0
18@ = 0
0000: NOP
gosub @NONAME_4145
gosub @NONAME_4842
$MARKER_EMMETS_GUN = 52
$PICKUP_EMMETS_COLT45 = 93
$STAT_LUNG_CAPACITY = 0
 
:NONAME_149
wait 0
gosub @NONAME_298
gosub @NONAME_353
gosub @NONAME_415
if or
  $76 == 1
  $78 == 1
  $79 == 1
else_jump @NONAME_217
03F0: enable_text_draw 0
jump @NONAME_291
 
:NONAME_217
03F0: enable_text_draw 1
gosub @NONAME_464
gosub @NONAME_786
gosub @NONAME_1078
gosub @NONAME_1329
gosub @NONAME_2166
gosub @NONAME_4059
gosub @NONAME_3196
gosub @NONAME_3222
gosub @NONAME_3727
gosub @NONAME_2573
 
:NONAME_291
jump @NONAME_149
 
:NONAME_298
0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0
if
  $36 == 1
else_jump @NONAME_344
$76 = 1
jump @NONAME_351
 
:NONAME_344
$76 = 0
 
:NONAME_351
return
 
:NONAME_353
0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0
if or
  $77 == 1
  $77 == 2
else_jump @NONAME_406
$78 = 1
jump @NONAME_413
 
:NONAME_406
$78 = 0
 
:NONAME_413
return
 
:NONAME_415
if
06B9:  cutscene_data_loaded
else_jump @NONAME_455
if
82E9:  not cutscene_reached_end
else_jump @NONAME_448
$79 = 1
 
:NONAME_448
jump @NONAME_462
 
:NONAME_455
$79 = 0
 
:NONAME_462
return
 
:NONAME_464
gosub @NONAME_526
if
  7@ > 0
else_jump @NONAME_524
gosub @NONAME_536
gosub @NONAME_555
gosub @NONAME_2783
gosub @NONAME_656
gosub @NONAME_682
 
:NONAME_524
return
 
:NONAME_526
7@ = Actor.Health($PLAYER_ACTOR)
return
 
:NONAME_536
0653: 8@ = float_stat 24
8@ /= 5.69
return
 
:NONAME_555
008D: 7@ = integer 7@ to_float
1@ = 555.0
2@ = 106.0
if
0025:  8@ > 7@ // (float)
else_jump @NONAME_654
1@ = 608.0
0073: 8@ /= 7@ // (float)
0073: 2@ /= 8@ // (float)
0087: 7@ = 2@ // (float)
7@ /= 2.0
0063: 1@ -= 7@ // (float)
 
:NONAME_654
return
 
:NONAME_656
if
0AB0:  key_pressed 121
else_jump @NONAME_680
return
jump @NONAME_682
 
:NONAME_680
return
 
:NONAME_682
if
0AB0:  key_pressed 121
else_jump @NONAME_706
return
jump @NONAME_786
 
:NONAME_706
26@ = Actor.Health($PLAYER_ACTOR)
26@ /= 1
033F: set_text_draw_letter_size 0.4 1.1
081C: draw_text_outline 1 RGBA 0 0 0 255
0340: set_text_draw_RGBA 255 255 255 255
045A: draw_text_1number 511.0 60.0 GXT 'NUMBER' number 26@  // ~1~
return
 
:NONAME_786
gosub @NONAME_848
if
  9@ > 0
else_jump @NONAME_846
gosub @NONAME_858
gosub @NONAME_876
gosub @NONAME_3078
gosub @NONAME_977
gosub @NONAME_1052
 
:NONAME_846
return
 
:NONAME_848
04DD: 9@ = actor $PLAYER_ACTOR armour
return
 
:NONAME_858
0945: get_player $PLAYER_CHAR max_armour_to 10@
008D: 10@ = integer 10@ to_float
return
 
:NONAME_876
008D: 9@ = integer 9@ to_float
3@ = 555.0
4@ = 106.0
if
0025:  10@ > 9@ // (float)
else_jump @NONAME_975
3@ = 608.0
0073: 10@ /= 9@ // (float)
0073: 4@ /= 10@ // (float)
0087: 9@ = 4@ // (float)
9@ /= 2.0
0063: 3@ -= 9@ // (float)
 
:NONAME_975
return
 
:NONAME_977
$CUSTOM_TOURNAMENT_FLAG = 0
if or
001D:  $LSGYM_ICON > $CUSTOM_TOURNAMENT_FLAG // (int)
0AB0:  key_pressed 121
else_jump @NONAME_1016
return
jump @NONAME_1052
 
:NONAME_1016
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 3@ 9999.0 size 4@ 7.0 RGBA 171 171 171 190
return
 
:NONAME_1052
if
0AB0:  key_pressed 121
else_jump @NONAME_1076
return
jump @NONAME_1078
 
:NONAME_1076
return
 
:NONAME_1078
gosub @NONAME_1138
if and
  11@ > 0
0965:  actor $PLAYER_ACTOR swimming
else_jump @NONAME_1136
gosub @NONAME_1146
gosub @NONAME_1176
gosub @NONAME_3108
gosub @NONAME_1269
 
:NONAME_1136
return
 
:NONAME_1138
0652: 11@ = integer_stat 4080
 
:NONAME_1146
0653: 12@ = float_stat 225
12@ *= 1.5
12@ += 1150.0
return
 
:NONAME_1176
5@ = 555.0
6@ = 106.0
if
0025:  12@ > 11@ // (float)
else_jump @NONAME_1267
5@ = 608.0
0073: 12@ /= 11@ // (float)
0073: 6@ /= 12@ // (float)
0087: 11@ = 6@ // (float)
11@ /= 2.0
0063: 5@ -= 11@ // (float)
 
:NONAME_1267
return
 
:NONAME_1269
if
0AB0:  key_pressed 121
else_jump @NONAME_1293
return
jump @NONAME_1329
 
:NONAME_1293
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 5@ 9999.0 size 6@ 95.0 RGBA 255 255 255 255
return
 
:NONAME_1329
gosub @NONAME_2003
gosub @NONAME_1556
gosub @NONAME_1697
gosub @NONAME_1857
gosub @NONAME_1961
gosub @NONAME_1373
return
 
:NONAME_1373
if
0AB0:  key_pressed 121
else_jump @NONAME_1397
return
jump @NONAME_1406
 
:NONAME_1397
gosub @NONAME_1406
return
 
:NONAME_1406
13@ += 1
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 13@ position 605.0 83.0 size 55.0 55.0 RGBA 255 255 255 255
if
  18@ == 1
else_jump @NONAME_1554
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 19@ position 99999.0 9999.0 size 40.0 40.0 RGBA 150 150 150 150
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 20@ position 99999.0 9999.0 size 40.0 40.0 RGBA 150 150 150 150
 
:NONAME_1554
return
 
:NONAME_1556
if
  21@ == 0
else_jump @NONAME_1588
gosub @NONAME_2136
15@ += 1
 
:NONAME_1588
15@ -= 1
if
  not 15@ > 0
else_jump @NONAME_1620
15@ = 13
 
:NONAME_1620
gosub @NONAME_1838
if or
  15@ == 1
  not 24@ == -1
else_jump @NONAME_1681
0085: 19@ = 23@ // (int)
19@ += 1
21@ = 0
jump @NONAME_1695
 
:NONAME_1681
21@ = 1
jump @NONAME_1556
 
:NONAME_1695
return
 
:NONAME_1697
if
  22@ == 0
else_jump @NONAME_1729
gosub @NONAME_2136
15@ += 1
 
:NONAME_1729
15@ += 1
if
  15@ > 13
else_jump @NONAME_1761
15@ = 1
 
:NONAME_1761
gosub @NONAME_1838
if or
  15@ == 1
  not 24@ == -1
else_jump @NONAME_1822
0085: 20@ = 23@ // (int)
20@ += 1
22@ = 0
jump @NONAME_1836
 
:NONAME_1822
22@ = 1
jump @NONAME_1697
 
:NONAME_1836
return
 
:NONAME_1838
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 15@ weapon 23@ ammo 14@ model 24@
return
 
:NONAME_1857
gosub @NONAME_2003
0085: 0@ = 13@ // (int)
0@ *= 112
0@ += 13150904
0@ += 32
0A8D: 30@ = read_memory 0@ size 4 virtual_protect 0
if
  30@ > 0
else_jump @NONAME_1959
gosub @NONAME_2013
if
  14@ == 0
else_jump @NONAME_1959
0555: remove_weapon 13@ from_actor $PLAYER_ACTOR
 
:NONAME_1959
return
 
:NONAME_1961
if
803B:  not  13@ == 23@ // (int)
else_jump @NONAME_1994
18@ = 1
jump @NONAME_2001
 
:NONAME_1994
18@ = 0
 
:NONAME_2001
return
 
:NONAME_2003
0470: 13@ = actor $PLAYER_ACTOR current_weapon
return
 
:NONAME_2013
041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo
14@ /= 1
033F: set_text_draw_letter_size 0.4 1.1
081C: draw_text_outline 1 RGBA 0 0 0 255
0340: set_text_draw_RGBA 255 255 255 255
045A: draw_text_1number 603.0 60.0 GXT 'NUMBER' number 14@  // ~1~
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 98 position 592.0 65.0 size 20.0 20.0 RGBA 255 255 255 255
return
 
:NONAME_2136
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0
return
 
:NONAME_2166
if
0AB0:  key_pressed 121
else_jump @NONAME_2190
return
jump @NONAME_2206
 
:NONAME_2190
gosub @NONAME_2206
gosub @NONAME_2216
return
 
:NONAME_2206
25@ = Player.WantedLevel($PLAYER_CHAR)
return
 
:NONAME_2216
if
  25@ > 0
else_jump @NONAME_2281
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 165.0 408.0 size 25.0 25.0 RGBA 250 250 210 220
gosub @NONAME_3134
 
:NONAME_2281
if
  25@ > 1
else_jump @NONAME_2339
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 175.0 378.0 size 25.0 25.0 RGBA 250 250 210 220
 
:NONAME_2339
if
  25@ > 2
else_jump @NONAME_2397
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 169.0 347.0 size 25.0 25.0 RGBA 250 250 210 220
 
:NONAME_2397
if
  25@ > 3
else_jump @NONAME_2455
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 150.0 324.0 size 25.0 25.0 RGBA 250 250 210 220
 
:NONAME_2455
if
  25@ > 4
else_jump @NONAME_2513
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 120.0 310.0 size 25.0 25.0 RGBA 250 250 210 220
 
:NONAME_2513
if
  25@ > 5
else_jump @NONAME_2571
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 85.0 308.0 size 25.0 25.0 RGBA 250 250 210 220
 
:NONAME_2571
return
 
:NONAME_2573
if
  Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2685
31@ = Actor.CurrentCar($PLAYER_ACTOR)
0@ = Car.Model(31@)
0@ -= 400
0@ *= 776
0@ += 11662928
0@ += 54
0A8D: $5 = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: $30 = read_memory 0@ size 3 virtual_protect 0
0AB1: call_scm_func @NONAME_2687 2 $5 $30
 
:NONAME_2685
return
 
:NONAME_2687
gosub @NONAME_2699
0AB2: ret 0
 
:NONAME_2699
if
0AB0:  key_pressed 121
else_jump @NONAME_2723
return
jump @NONAME_2783
 
:NONAME_2723
03E0: draw_text_behind_textures 1
033F: set_text_draw_letter_size 0.5 1.6
081C: draw_text_outline 2 RGBA 0 0 0 200
0340: set_text_draw_RGBA 255 255 255 255
033E: set_draw_text_position 300.0 405.0 GXT 0@s
return
 
:NONAME_2783
if
0AB0:  key_pressed 121
else_jump @NONAME_2807
return
jump @NONAME_3078
 
:NONAME_2807
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 95 position 500.0 65.0 size 15.0 15.0 RGBA 255 255 255 255
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 96 position 546.0 65.0 size 15.0 15.0 RGBA 255 255 255 255
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 97 position 500.0 86.5 size 20.0 20.0 RGBA 255 255 255 255
04DD: 26@ = actor $PLAYER_ACTOR armour
26@ /= 1
033F: set_text_draw_letter_size 0.4 1.1
081C: draw_text_outline 1 RGBA 0 0 0 255
0340: set_text_draw_RGBA 255 255 255 255
045A: draw_text_1number 555.0 60.0 GXT 'NUMBER' number 26@  // ~1~
33@ = Player.Money($PLAYER_CHAR)
033F: set_text_draw_letter_size 0.4 1.1
081C: draw_text_outline 1 RGBA 0 0 0 255
0340: set_text_draw_RGBA 255 255 255 255
045A: draw_text_1number 511.0 80.0 GXT 'NUMBER' number 33@  // ~1~
return
 
:NONAME_3078
if
0AB0:  key_pressed 121
else_jump @NONAME_3102
return
jump @NONAME_3108
 
:NONAME_3102
03E3: set_texture_to_be_drawn_antialiased 1
return
 
:NONAME_3108
if
0AB0:  key_pressed 121
else_jump @NONAME_3132
return
jump @NONAME_3134
 
:NONAME_3132
return
 
:NONAME_3134
if
0AB0:  key_pressed 121
else_jump @NONAME_3158
return
jump @NONAME_3196
 
:NONAME_3158
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 50 position 300.0 9999.0 size 108.0 9.0 RGBA 0 0 0 60
return
 
:NONAME_3196
if
0AB0:  key_pressed 121
else_jump @NONAME_3220
return
jump @NONAME_3222
 
:NONAME_3220
return
 
:NONAME_3222
if
0AB0:  key_pressed 121
else_jump @NONAME_3246
return
jump @NONAME_3255
 
:NONAME_3246
gosub @NONAME_3255
return
 
:NONAME_3255
gosub @NONAME_2003
if and
  13@ > 21
  not 13@ == 34
  not 13@ == 35
  not 13@ == 36
  not 13@ == 39
  not 13@ == 40
  not 13@ > 43
else_jump @NONAME_3336
gosub @NONAME_3340
jump @NONAME_3338
 
:NONAME_3336
return
 
:NONAME_3338
return
 
:NONAME_3340
if or
  Actor.Driving($PLAYER_ACTOR)
0965:  actor $PLAYER_ACTOR swimming
else_jump @NONAME_3370
return
jump @NONAME_3377
 
:NONAME_3370
gosub @NONAME_3379
 
:NONAME_3377
return
 
:NONAME_3379
if and
0AB0:  key_pressed 2
0AB0:  key_pressed 49
8818:  not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3492
$MARKER_EMMETS_GUN = 52
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $MARKER_EMMETS_GUN position 339.1 9999.0 size 29.0 29.0 RGBA 0 0 0 255
038D: draw_texture 53 position 339.1 9999.0 size 25.0 25.0 RGBA 255 255 0 255
return
jump @NONAME_3501
 
:NONAME_3492
gosub @NONAME_3501
return
 
:NONAME_3501
if and
0AB0:  key_pressed 2
0AB0:  key_pressed 50
8818:  not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3617
$MARKER_EMMETS_GUN = 90
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $MARKER_EMMETS_GUN position 339.1 9999.0 size 29.0 29.0 RGBA 255 255 255 255
038D: draw_texture 53 position 339.1 9999.0 size 25.0 25.0 RGBA 255 255 0 255
return
jump @NONAME_3624
 
:NONAME_3617
gosub @NONAME_3624
 
:NONAME_3624
if
8818:  not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3725
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $MARKER_EMMETS_GUN position 339.1 9999.0 size 29.0 29.0 RGBA 255 255 255 255
038D: draw_texture 53 position 339.1 9999.0 size 25.0 25.0 RGBA 255 255 0 255
return
jump @NONAME_3727
 
:NONAME_3725
return
 
:NONAME_3727
gosub @NONAME_2003
if
  13@ == 34
else_jump @NONAME_3766
gosub @NONAME_3770
jump @NONAME_3768
 
:NONAME_3766
return
 
:NONAME_3768
return
 
:NONAME_3770
if or
  Actor.Driving($PLAYER_ACTOR)
0965:  actor $PLAYER_ACTOR swimming
else_jump @NONAME_3800
return
jump @NONAME_3807
 
:NONAME_3800
gosub @NONAME_3807
 
:NONAME_3807
if and
0AB0:  key_pressed 2
0AB0:  key_pressed 49
8818:  not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3888
$PICKUP_EMMETS_COLT45 = 93
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $PICKUP_EMMETS_COLT45 position 320.6 9999.0 size 650.0 455.47 RGBA 255 255 255 255
return
jump @NONAME_3897
 
:NONAME_3888
gosub @NONAME_3897
return
 
:NONAME_3897
if and
0AB0:  key_pressed 2
0AB0:  key_pressed 50
8818:  not actor $PLAYER_ACTOR in_air
else_jump @NONAME_3978
$PICKUP_EMMETS_COLT45 = 94
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $PICKUP_EMMETS_COLT45 position 320.6 9999.0 size 650.0 455.47 RGBA 255 255 255 255
return
jump @NONAME_3987
 
:NONAME_3978
gosub @NONAME_3987
return
 
:NONAME_3987
if and
8818:  not actor $PLAYER_ACTOR in_air
0AB0:  key_pressed 2
else_jump @NONAME_4057
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture $PICKUP_EMMETS_COLT45 position 320.6 9999.0 size 650.0 455.47 RGBA 255 255 255 255
return
jump @NONAME_4059
 
:NONAME_4057
return
 
:NONAME_4059
if
0AB0:  key_pressed 121
else_jump @NONAME_4083
return
jump @NONAME_4092
 
:NONAME_4083
gosub @NONAME_4092
return
 
:NONAME_4092
00BF: 27@ = current_time_hours, 28@ = current_time_minutes
if
  10 > 28@
else_jump @NONAME_4132
gosub @NONAME_4141
jump @NONAME_4139
 
:NONAME_4132
gosub @NONAME_4143
 
:NONAME_4139
return
 
:NONAME_4141
return
 
:NONAME_4143
return
 
:NONAME_4145
0390: load_txd_dictionary 'C_HUD'
038F: load_texture "FIST" as 1 // Load dictionary with 0390 first
038F: load_texture "KNUCKLS" as 2 // Load dictionary with 0390 first
038F: load_texture "GLFCLUB" as 3 // Load dictionary with 0390 first
038F: load_texture "NSTICK" as 4 // Load dictionary with 0390 first
038F: load_texture "KNIFE" as 5 // Load dictionary with 0390 first
038F: load_texture "BASBALB" as 6 // Load dictionary with 0390 first
038F: load_texture "SHOVEL" as 7 // Load dictionary with 0390 first
038F: load_texture "POOLCUE" as 8 // Load dictionary with 0390 first
038F: load_texture "KATANA" as 9 // Load dictionary with 0390 first
038F: load_texture "CHAINSW" as 10 // Load dictionary with 0390 first
038F: load_texture "DILDO" as 11 // Load dictionary with 0390 first
038F: load_texture "DILDO2" as 12 // Load dictionary with 0390 first
038F: load_texture "VIBE" as 13 // Load dictionary with 0390 first
038F: load_texture "VIBE2" as 14 // Load dictionary with 0390 first
038F: load_texture "FLOWERS" as 15 // Load dictionary with 0390 first
038F: load_texture "CANE" as 16 // Load dictionary with 0390 first
038F: load_texture "GRENADE" as 17 // Load dictionary with 0390 first
038F: load_texture "TEARGAS" as 18 // Load dictionary with 0390 first
038F: load_texture "MOLOTOV" as 19 // Load dictionary with 0390 first
038F: load_texture "PISTOL" as 23 // Load dictionary with 0390 first
038F: load_texture "SILENCD" as 24 // Load dictionary with 0390 first
038F: load_texture "DEAGLE" as 25 // Load dictionary with 0390 first
038F: load_texture "SHOTGUN" as 26 // Load dictionary with 0390 first
038F: load_texture "SAWNOFF" as 27 // Load dictionary with 0390 first
038F: load_texture "SPAS" as 28 // Load dictionary with 0390 first
038F: load_texture "UZI" as 29 // Load dictionary with 0390 first
038F: load_texture "MP5" as 30 // Load dictionary with 0390 first
038F: load_texture "AK47" as 31 // Load dictionary with 0390 first
038F: load_texture "M4" as 32 // Load dictionary with 0390 first
038F: load_texture "TEC9" as 33 // Load dictionary with 0390 first
038F: load_texture "CUNTGUN" as 34 // Load dictionary with 0390 first
038F: load_texture "SNIPER" as 35 // Load dictionary with 0390 first
038F: load_texture "ROCKETL" as 36 // Load dictionary with 0390 first
038F: load_texture "HSEEKER" as 37 // Load dictionary with 0390 first
038F: load_texture "FLAMET" as 38 // Load dictionary with 0390 first
038F: load_texture "MINIGUN" as 39 // Load dictionary with 0390 first
038F: load_texture "SATCHEL" as 40 // Load dictionary with 0390 first
038F: load_texture "DETNATR" as 41 // Load dictionary with 0390 first
038F: load_texture "SPRAYC" as 42 // Load dictionary with 0390 first
038F: load_texture "FXTING" as 43 // Load dictionary with 0390 first
038F: load_texture "CAMERA" as 44 // Load dictionary with 0390 first
038F: load_texture "NVGOGLS" as 45 // Load dictionary with 0390 first
038F: load_texture "IRGOGLS" as 46 // Load dictionary with 0390 first
038F: load_texture "PARCHUT" as 47 // Load dictionary with 0390 first
038F: load_texture "WSTAR" as 48 // Load dictionary with 0390 first
038F: load_texture "DRAW" as 49 // Load dictionary with 0390 first
038F: load_texture "SSTAR" as 50 // Load dictionary with 0390 first
038F: load_texture "RADARRINGFRONT" as 51 // Load dictionary with 0390 first
038F: load_texture "CEL" as 52 // Load dictionary with 0390 first
038F: load_texture "CEL1" as 53 // Load dictionary with 0390 first
038F: load_texture "CEL3" as 90 // Load dictionary with 0390 first
038F: load_texture "SCOPEDAYTWO" as 94 // Load dictionary with 0390 first
038F: load_texture "SCOPEDAYFOR" as 93 // Load dictionary with 0390 first
038F: load_texture "HEALTH" as 95 // Load dictionary with 0390 first
038F: load_texture "ARMOUR" as 96 // Load dictionary with 0390 first
038F: load_texture "MONEY" as 97 // Load dictionary with 0390 first
038F: load_texture "AMMO" as 98 // Load dictionary with 0390 first
return
 
:NONAME_4842
09BA: show_entered_zone_name 0
09B9: show_entered_car_name 0
return
 

Dark_Knight

Me, me and me.
Друг
4,067
2,080
Напиши сам лучше и патроны в C-hud отображатся через Interface Editor.
 

Andr1k

Новичок
6
0
Напиши сам лучше и патроны в C-hud отображатся через Interface Editor.

Знаем, не первый раз худ делаю, но мне нужно именно данные брало именно с клео скрипта... Задумка на худ хорошая, но через интерфейс эдитор не получиться так сделать. :(