// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
:NONAME_2
wait 0
if and
0AB0: key_pressed 82
00E1: player 0 pressed_key 6
else_jump @NONAME_332
0470: 9@ = actor $PLAYER_ACTOR current_weapon
if
not 9@ > 38
else_jump @NONAME_332
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
0AB1: call_scm_func @NONAME_339 2 9@ $PLAYER_ACTOR 9@
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 3@v 6@v 2@ 1@ 0@ 1.0
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 6@v 10@v 2@ 1@ 0@ 9@
if
06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 0 car 0 actor 1 object 0 particle 0
else_jump @NONAME_210
wait 0
jump @NONAME_332
:NONAME_210
if
0AD2: 29@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_332
Actor.StorePos(29@, 20@, 21@, 22@)
Actor.StorePos($PLAYER_ACTOR, 17@, 18@, 19@)
if and
06BD: no_obstacles_between 20@ 21@ 22@ and 17@ 18@ 19@ solid 1 car 1 actor 0 object 1 particle 0
not Actor.Dead(29@)
else_jump @NONAME_332
30@ = 12006488
30@ += 8
0A8C: write_memory 30@ size 1 value 255 virtual_protect 0
:NONAME_332
jump @NONAME_2
:NONAME_339
0A96: 2@ = actor 1@ struct
2@ += 1836
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0085: 1@ = 0@ // (int)
if
2@ == 2
else_jump @NONAME_400
1@ += 25
:NONAME_400
if
2@ == 3
else_jump @NONAME_425
1@ += 36
:NONAME_425
1@ *= 112
1@ += 13150904
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0AB2: ret 1 1@
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
:NONAME_2
wait 0
if and
0AB0: key_pressed 82
00E1: player 0 pressed_key 6
else_jump @NONAME_332
0470: 9@ = actor $PLAYER_ACTOR current_weapon
if
not 9@ > 38
else_jump @NONAME_332
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
0AB1: call_scm_func @NONAME_339 2 9@ $PLAYER_ACTOR 9@
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 3@v 6@v 2@ 1@ 0@ 1.0
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 6@v 10@v 2@ 1@ 0@ 9@
if
06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 0 car 0 actor 1 object 0 particle 0
else_jump @NONAME_210
wait 0
jump @NONAME_332
:NONAME_210
if
0AD2: 29@ = player $PLAYER_CHAR targeted_actor //IF and SET
else_jump @NONAME_332
Actor.StorePos(29@, 20@, 21@, 22@)
Actor.StorePos($PLAYER_ACTOR, 17@, 18@, 19@)
if and
06BD: no_obstacles_between 20@ 21@ 22@ and 17@ 18@ 19@ solid 1 car 1 actor 0 object 1 particle 0
not Actor.Dead(29@)
else_jump @NONAME_332
30@ = 12006488
30@ += 8
0A8C: write_memory 30@ size 1 value 255 virtual_protect 0
:NONAME_332
jump @NONAME_2
:NONAME_339
0A96: 2@ = actor 1@ struct
2@ += 1836
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0085: 1@ = 0@ // (int)
if
2@ == 2
else_jump @NONAME_400
1@ += 25
:NONAME_400
if
2@ == 3
else_jump @NONAME_425
1@ += 36
:NONAME_425
1@ *= 112
1@ += 13150904
1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0AB2: ret 1 1@