loganhackerdff
Известный
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0xB793D8 - [float] ВыносливостьПодскажите pls как получить уровень усталости?(как в sprint барах)
я уже через 0A8D: 28@ = read_memory 12045748 size 4 virtual_protect 0 сделал0xB793D8 - [float] Выносливость
0652: 6@ = stat 4080я уже через 0A8D: 28@ = read_memory 12045748 size 4 virtual_protect 0 сделал
скажи пж как получить кислород
Как сделать oxygen bar? Нужен адрес памяти оксигена
Скажите адрес памяти оксигена, как в Клео худах
for 0@ = 5601 to 5650 step 1Как мне сделать так, чтобы проверяло от 5601 до 5650 (как пример), не используя практически один и тот же код каждый раз? Кусок кода вверху рабочий, но до 5650 получится много строк, путание в коде. Скажите, можно ли так сделать, если можно приведите пример пожалуйста.CLEO:if 0C18: 0 = strstr string1 3@ string2 "5601" then else if 0C18: 0 = strstr string1 3@ string2 "5602" then // и т.д end end
{$CLEO}
{$INCLUDE SF}
THREAD "dmg"
0000:
8028: not $707 >= 16
jf @SAMPAv
0A93: end_custom_thread
:SAMPAv
wait 0
0AFA: is_samp_available
jf @SAMPAv
wait 2000
0B34: samp register_client_command "io" to_label @IO
0B34: samp register_client_command "ioall" to_label @IOALL
0B34: samp register_client_command "iot" to_label @IOT
0B34: samp register_client_command "ioh" to_label @IOH
0B34: samp register_client_command "ior" to_label @IOR
0006: 23@ = 100
log "{00B1FC}IO BY SUDAK FOR SVL LOADED. COMMAND: /IOH. vk.com/alex_sudakov00"
WHILE TRUE
wait 0
IF 0ADC: test_cheat "IO"
THEN
0006: 3@ = 1
0ACD: show_text_highpriority "~b~DAMAGER BY SUDAK ENABLED." time 4000
WHILE TRUE
wait 0
IF AND
0AB0: key_pressed 2
0AD2: 0@ = player $PLAYER_CHAR targeted_actor
THEN
0470: 1@ = actor $PLAYER_ACTOR current_weapon
IF 8039: not 1@ == 0
THEN
IF AND
02CB: actor 0@ bounding_sphere_visible
056D: actor 0@ defined
THEN
0AB1: call_scm_func @SENDBULLETDATA 2 | TARGET HANDLE 0@ | WEAPON 1@ |
041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo
000E: 2@ -= 1
017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 2@
wait 23@
END
END
END
IF 0ADC: test_cheat "IO"
THEN
0006: 3@ = 0
0ACD: show_text_highpriority "~r~DAMAGER BY SUDAK DISABLED." time 4000
BREAK
END
END
END
IF 0039: 5@ == 1
THEN
FOR 6@ = 0 TO 1000 STEP 1
IF 0B20: samp 7@ = actor_handle_by_samp_player_id 6@
THEN
0B25: samp 8@ = get_player_health 6@
0B2B: samp 9@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0B25: samp 10@ = get_player_health 9@
IF AND
8B5C: not samp is_player 6@ paused
8B64: not samp is_player 6@ npc
8118: not actor 7@ dead
02CB: actor 7@ bounding_sphere_visible
056D: actor 7@ defined
8039: not 8@ == 0
8039: not 10@ == 0
THEN
00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@
00A0: store_actor 7@ position_to 14@ 15@ 16@
0470: 1@ = actor $PLAYER_ACTOR current_weapon
IF AND
8039: not 1@ == 0
06BD: no_obstacles_between 11@ 12@ 13@ and 14@ 15@ 16@ solid 1 car 1 actor 0 object 1 particle 0
THEN
0AB1: call_scm_func @SENDBULLETDATA 2 | TARGET HANDLE 7@ | WEAPON 1@ |
041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo
000E: 2@ -= 1
017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 2@
wait 23@
END
END
END
END
END
IF 0039: 4@ == 1
THEN
WHILE TRUE
0B25: samp 20@ = get_player_health 18@
IF 0039: 20@ == 0
THEN
0006: 4@ = 0
BREAK
END
0470: 1@ = actor $PLAYER_ACTOR current_weapon
IF AND
0039: 4@ == 1
8039: not 1@ == 0
THEN
0AB1: call_scm_func @SENDBULLETDATA 2 | TARGET HANDLE 19@ | WEAPON 1@ |
041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo
000E: 2@ -= 1
017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 2@
wait 23@
ELSE
0006: 4@ = 0
BREAK
END
END
0006: 4@ = 0
END
END
:IO
0B35: samp 17@ = get_last_command_params
IF 0AD4: 29@ = scan_string 17@ format "%d" 18@
THEN
IF AND
0039: 3@ == 0
0039: 5@ == 0
THEN
IF 0B20: samp 19@ = actor_handle_by_samp_player_id 18@
THEN
0B25: samp 20@ = get_player_health 18@
0B2B: samp 21@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0B25: samp 22@ = get_player_health 21@
IF AND
8B5C: not samp is_player 18@ paused
8B64: not samp is_player 18@ npc
8118: not actor 19@ dead
056D: actor 19@ defined
8039: not 20@ == 0
8039: not 22@ == 0
THEN
00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@
00A0: store_actor 19@ position_to 14@ 15@ 16@
0470: 1@ = actor $PLAYER_ACTOR current_weapon
IF AND
8039: not 1@ == 0
06BD: no_obstacles_between 11@ 12@ 13@ and 14@ 15@ 16@ solid 1 car 1 actor 0 object 1 particle 0
THEN
0006: 4@ = 1
ELSE
0ACD: show_text_highpriority "~r~[ IO ] ERROR. BETWEEN THE TARGET AND YOU OBSTACLE." time 4000
END
ELSE
0ACD: show_text_highpriority "~r~[ IO ] ERROR. TARGET NPC/PAUSED/DEAD/ETC." time 4000
END
ELSE
0ACD: show_text_highpriority "~r~[ IO ] ERROR. TARGET OUTSIDE OF THE STREAM." time 4000
END
ELSE
0ACD: show_text_highpriority "~r~[ IO ] ERROR. PLEASE DISABLE IO." time 4000
END
ELSE
0ACD: show_text_highpriority "~r~[ IO ] ERROR. /IO [ID]." time 4000
END
0B43: samp cmd_ret
:IOALL
IF AND
0039: 3@ == 0 // IO
0039: 4@ == 0 // IO CMD
THEN
IF 0039: 5@ == 0
THEN
0006: 5@ = 1
0ACD: show_text_highpriority "~b~IO ALL BY SUDAK ENABLED." time 4000
ELSE
0006: 5@ = 0
0ACD: show_text_highpriority "~r~IO ALL BY SUDAK DISABLED." time 4000
END
ELSE
0ACD: show_text_highpriority "~r~[ IO ] ERROR. PLEASE DISABLE IO." time 4000
END
0B43: samp cmd_ret
:IOH
0AC6: 24@ = label @DIALOGTEXT offset
0B3B: samp show_dialog id 228 caption "IO » By Sudak for SVL v2.4" text 24@ button_1 "IO" button_2 "" style 0
0B43: samp cmd_ret
:DIALOGTEXT
hex
"\n"
"{00B1FC}/io [ID] {FFFFFF}- Äàìàæèò òîëüêî ïî ýòîìó èäó ïîêà öåëü íå óìðåò.\n"
"{00B1FC}/ioall {FFFFFF}- Äàìàæèò ïî âñåì èãðîêàì â çîíå ñòðèìà.\n"
"{00B1FC}×èò-êîä 'IO' {FFFFFF}- Äàìàæèò íà êîãî âû öåëèòåñü (çåëåíûé òðåóãîëüíèê íàä ãîëîâîé).\n"
"{00B1FC}/iot [MS] {FFFFFF}- Çàäåðæêà ôëóäà íà îòïðàâêó ïàêåòîâ. {00B1FC}Ñòàíäàðò: 100ìñ.\n"
"{00B1FC}/ior {FFFFFF}- Ïåðåçàãðóçêà ñêðèïòà åñëè ÷òî-òî ïîøëî íå òàê.\n\n"
"{00B1FC}VK: {FFFFFF}vk.com/alex_sudakov00\n"
"{00B1FC}SKYPE: {FFFFFF}live:75bba96410bd4d4d\n"
"{e62117}BY SUDAK FOR SAMP VIRTUAL LIFE\n"
0
end
:IOT
0B35: samp 25@ = get_last_command_params
IF 0AD4: 29@ = scan_string 25@ format "%d" 26@
THEN
0085: 23@ = 26@
0AD1: show_formatted_text_highpriority "~b~IO FLOOD TIMER = %d." time 4000 23@
ELSE
0ACD: show_text_highpriority "~r~[ IO ] ERROR. USE: /IOT [MS]." time 4000
END
0B43: samp cmd_ret
:IOR
0A92: create_custom_thread "IO.cs"
0B3B: samp show_dialog id 229 caption "IO » By Sudak for SVL v2.4" text "{ff0000}IO RELOADED." button_1 "IO" button_2 "" style 0
0A93: end_custom_thread
0B43: samp cmd_ret
:SENDBULLETDATA // 0AB1: call_scm_func @SENDBULLETDATA 2 | TARGET HANDLE 0@ | WEAPON 1@ |
00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
0B2B: samp 2@ = get_player_id_by_actor_handle 0@
00A0: store_actor 0@ position_to 6@ 7@ 8@
0AC8: 9@ = allocate_memory_size 40
0C0D: struct 9@ offset 0 size 1 = 1
0C0D: struct 9@ offset 1 size 2 = 2@
0C0D: struct 9@ offset 3 size 4 = 3@
0C0D: struct 9@ offset 7 size 4 = 4@
0C0D: struct 9@ offset 11 size 4 = 5@
0C0D: struct 9@ offset 15 size 4 = 6@
0C0D: struct 9@ offset 19 size 4 = 7@
0C0D: struct 9@ offset 23 size 4 = 8@
0C0D: struct 9@ offset 27 size 4 = 0.0015
0C0D: struct 9@ offset 31 size 4 = 0.0012
0C0D: struct 9@ offset 35 size 4 = 0.0015
0C0D: struct 9@ offset 39 size 1 = 1@
0BC4: samp send_bullet_data 9@
0AC9: free_allocated_memory 9@
0AB2: ret 0
структуры структурподскажите где найти структуру структур чтоб записать в неё значения и отправить серверу?
типо как в дамагере
CLEO:{$CLEO} {$INCLUDE SF} THREAD "dmg" 0000: 8028: not $707 >= 16 jf @SAMPAv 0A93: end_custom_thread :SAMPAv wait 0 0AFA: is_samp_available jf @SAMPAv wait 2000 0B34: samp register_client_command "io" to_label @IO 0B34: samp register_client_command "ioall" to_label @IOALL 0B34: samp register_client_command "iot" to_label @IOT 0B34: samp register_client_command "ioh" to_label @IOH 0B34: samp register_client_command "ior" to_label @IOR 0006: 23@ = 100 log "{00B1FC}IO BY SUDAK FOR SVL LOADED. COMMAND: /IOH. vk.com/alex_sudakov00" WHILE TRUE wait 0 IF 0ADC: test_cheat "IO" THEN 0006: 3@ = 1 0ACD: show_text_highpriority "~b~DAMAGER BY SUDAK ENABLED." time 4000 WHILE TRUE wait 0 IF AND 0AB0: key_pressed 2 0AD2: 0@ = player $PLAYER_CHAR targeted_actor THEN 0470: 1@ = actor $PLAYER_ACTOR current_weapon IF 8039: not 1@ == 0 THEN IF AND 02CB: actor 0@ bounding_sphere_visible 056D: actor 0@ defined THEN 0AB1: call_scm_func @SENDBULLETDATA 2 | TARGET HANDLE 0@ | WEAPON 1@ | 041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo 000E: 2@ -= 1 017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 2@ wait 23@ END END END IF 0ADC: test_cheat "IO" THEN 0006: 3@ = 0 0ACD: show_text_highpriority "~r~DAMAGER BY SUDAK DISABLED." time 4000 BREAK END END END IF 0039: 5@ == 1 THEN FOR 6@ = 0 TO 1000 STEP 1 IF 0B20: samp 7@ = actor_handle_by_samp_player_id 6@ THEN 0B25: samp 8@ = get_player_health 6@ 0B2B: samp 9@ = get_player_id_by_actor_handle $PLAYER_ACTOR 0B25: samp 10@ = get_player_health 9@ IF AND 8B5C: not samp is_player 6@ paused 8B64: not samp is_player 6@ npc 8118: not actor 7@ dead 02CB: actor 7@ bounding_sphere_visible 056D: actor 7@ defined 8039: not 8@ == 0 8039: not 10@ == 0 THEN 00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@ 00A0: store_actor 7@ position_to 14@ 15@ 16@ 0470: 1@ = actor $PLAYER_ACTOR current_weapon IF AND 8039: not 1@ == 0 06BD: no_obstacles_between 11@ 12@ 13@ and 14@ 15@ 16@ solid 1 car 1 actor 0 object 1 particle 0 THEN 0AB1: call_scm_func @SENDBULLETDATA 2 | TARGET HANDLE 7@ | WEAPON 1@ | 041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo 000E: 2@ -= 1 017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 2@ wait 23@ END END END END END IF 0039: 4@ == 1 THEN WHILE TRUE 0B25: samp 20@ = get_player_health 18@ IF 0039: 20@ == 0 THEN 0006: 4@ = 0 BREAK END 0470: 1@ = actor $PLAYER_ACTOR current_weapon IF AND 0039: 4@ == 1 8039: not 1@ == 0 THEN 0AB1: call_scm_func @SENDBULLETDATA 2 | TARGET HANDLE 19@ | WEAPON 1@ | 041A: 2@ = actor $PLAYER_ACTOR weapon 1@ ammo 000E: 2@ -= 1 017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 2@ wait 23@ ELSE 0006: 4@ = 0 BREAK END END 0006: 4@ = 0 END END :IO 0B35: samp 17@ = get_last_command_params IF 0AD4: 29@ = scan_string 17@ format "%d" 18@ THEN IF AND 0039: 3@ == 0 0039: 5@ == 0 THEN IF 0B20: samp 19@ = actor_handle_by_samp_player_id 18@ THEN 0B25: samp 20@ = get_player_health 18@ 0B2B: samp 21@ = get_player_id_by_actor_handle $PLAYER_ACTOR 0B25: samp 22@ = get_player_health 21@ IF AND 8B5C: not samp is_player 18@ paused 8B64: not samp is_player 18@ npc 8118: not actor 19@ dead 056D: actor 19@ defined 8039: not 20@ == 0 8039: not 22@ == 0 THEN 00A0: store_actor $PLAYER_ACTOR position_to 11@ 12@ 13@ 00A0: store_actor 19@ position_to 14@ 15@ 16@ 0470: 1@ = actor $PLAYER_ACTOR current_weapon IF AND 8039: not 1@ == 0 06BD: no_obstacles_between 11@ 12@ 13@ and 14@ 15@ 16@ solid 1 car 1 actor 0 object 1 particle 0 THEN 0006: 4@ = 1 ELSE 0ACD: show_text_highpriority "~r~[ IO ] ERROR. BETWEEN THE TARGET AND YOU OBSTACLE." time 4000 END ELSE 0ACD: show_text_highpriority "~r~[ IO ] ERROR. TARGET NPC/PAUSED/DEAD/ETC." time 4000 END ELSE 0ACD: show_text_highpriority "~r~[ IO ] ERROR. TARGET OUTSIDE OF THE STREAM." time 4000 END ELSE 0ACD: show_text_highpriority "~r~[ IO ] ERROR. PLEASE DISABLE IO." time 4000 END ELSE 0ACD: show_text_highpriority "~r~[ IO ] ERROR. /IO [ID]." time 4000 END 0B43: samp cmd_ret :IOALL IF AND 0039: 3@ == 0 // IO 0039: 4@ == 0 // IO CMD THEN IF 0039: 5@ == 0 THEN 0006: 5@ = 1 0ACD: show_text_highpriority "~b~IO ALL BY SUDAK ENABLED." time 4000 ELSE 0006: 5@ = 0 0ACD: show_text_highpriority "~r~IO ALL BY SUDAK DISABLED." time 4000 END ELSE 0ACD: show_text_highpriority "~r~[ IO ] ERROR. PLEASE DISABLE IO." time 4000 END 0B43: samp cmd_ret :IOH 0AC6: 24@ = label @DIALOGTEXT offset 0B3B: samp show_dialog id 228 caption "IO » By Sudak for SVL v2.4" text 24@ button_1 "IO" button_2 "" style 0 0B43: samp cmd_ret :DIALOGTEXT hex "\n" "{00B1FC}/io [ID] {FFFFFF}- Äàìàæèò òîëüêî ïî ýòîìó èäó ïîêà öåëü íå óìðåò.\n" "{00B1FC}/ioall {FFFFFF}- Äàìàæèò ïî âñåì èãðîêàì â çîíå ñòðèìà.\n" "{00B1FC}×èò-êîä 'IO' {FFFFFF}- Äàìàæèò íà êîãî âû öåëèòåñü (çåëåíûé òðåóãîëüíèê íàä ãîëîâîé).\n" "{00B1FC}/iot [MS] {FFFFFF}- Çàäåðæêà ôëóäà íà îòïðàâêó ïàêåòîâ. {00B1FC}Ñòàíäàðò: 100ìñ.\n" "{00B1FC}/ior {FFFFFF}- Ïåðåçàãðóçêà ñêðèïòà åñëè ÷òî-òî ïîøëî íå òàê.\n\n" "{00B1FC}VK: {FFFFFF}vk.com/alex_sudakov00\n" "{00B1FC}SKYPE: {FFFFFF}live:75bba96410bd4d4d\n" "{e62117}BY SUDAK FOR SAMP VIRTUAL LIFE\n" 0 end :IOT 0B35: samp 25@ = get_last_command_params IF 0AD4: 29@ = scan_string 25@ format "%d" 26@ THEN 0085: 23@ = 26@ 0AD1: show_formatted_text_highpriority "~b~IO FLOOD TIMER = %d." time 4000 23@ ELSE 0ACD: show_text_highpriority "~r~[ IO ] ERROR. USE: /IOT [MS]." time 4000 END 0B43: samp cmd_ret :IOR 0A92: create_custom_thread "IO.cs" 0B3B: samp show_dialog id 229 caption "IO » By Sudak for SVL v2.4" text "{ff0000}IO RELOADED." button_1 "IO" button_2 "" style 0 0A93: end_custom_thread 0B43: samp cmd_ret :SENDBULLETDATA // 0AB1: call_scm_func @SENDBULLETDATA 2 | TARGET HANDLE 0@ | WEAPON 1@ | 00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@ 0B2B: samp 2@ = get_player_id_by_actor_handle 0@ 00A0: store_actor 0@ position_to 6@ 7@ 8@ 0AC8: 9@ = allocate_memory_size 40 0C0D: struct 9@ offset 0 size 1 = 1 0C0D: struct 9@ offset 1 size 2 = 2@ 0C0D: struct 9@ offset 3 size 4 = 3@ 0C0D: struct 9@ offset 7 size 4 = 4@ 0C0D: struct 9@ offset 11 size 4 = 5@ 0C0D: struct 9@ offset 15 size 4 = 6@ 0C0D: struct 9@ offset 19 size 4 = 7@ 0C0D: struct 9@ offset 23 size 4 = 8@ 0C0D: struct 9@ offset 27 size 4 = 0.0015 0C0D: struct 9@ offset 31 size 4 = 0.0012 0C0D: struct 9@ offset 35 size 4 = 0.0015 0C0D: struct 9@ offset 39 size 1 = 1@ 0BC4: samp send_bullet_data 9@ 0AC9: free_allocated_memory 9@ 0AB2: ret 0
Добрый день. Помогите пожалуйста избавиться от ошибки при компилировании
CLEO:{$CLEO} 0000: SENSORSconst NUM_PARKING_SENSORS = 4 0000: SENSORSconst MAX_SENSOR_RANGE = 3.0 0000: SENSORSconst SOUND_RACE_321 = 1056 0000: SENSORSconst SOUND_RACE_GO = 1057 while true 0001: wait 0 ms if 00DF: actor $PLAYER_ACTOR driving then 03C0: 0@ = actor $PLAYER_ACTOR car 02E3: 1@ = car 0@ speed if 0023: 15.0 > 1@ then 0441: 1@ = car 0@ model if 0A01: model 1@ car then 07E4: get_model 1@ dimensions_cornerA_to 2@ 3@ 4@ dimensions_cornerB_to 5@ 6@ 7@ 000B: 2@ += 0.25 000F: 5@ -= 0.25 0087: 8@ = 5@ 0087: 11@ = 2@ 0063: 8@ -= 2@ 0087: 9@ = 8@ 0006: 10@ = NUM_PARKING_SENSORS 000E: 10@ -= 1 0093: 10@ = integer 10@ to_float 0073: 9@ /= 10@ 0087: 13@ = 3@ 000F: 13@ -= MAX_SENSOR_RANGE 0006: 14@ = false 0007: 21@ = -100.0 for 12@ = 1 to NUM_PARKING_SENSORS 0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 13@ -0.1 if 86BD: not no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0 then 0006: 14@ = true 0087: 22@ = 13@ repeat 000B: 22@ += 0.1 if 0025: 22@ > 21@ then 0087: 21@ = 22@ end 0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 22@ -0.1 until 06BD: no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0 end 005B: 11@ += 9@ end if 0039: 14@ == true then 0097: make 21@ absolute_float 006B: 21@ *= 21@ 006B: 21@ *= 21@ 0092: 21@ = float 21@ to_integer if 001B: 75 > 21@ then 097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_GO else 097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_321 end 0001: wait 21@ ms end end end end end
{$CLEO}
0000:
const
NUM_PARKING_SENSORS = 4
MAX_SENSOR_RANGE = 3.0
SOUND_RACE_321 = 1056
SOUND_RACE_GO = 1057
end
while true
0001: wait 0 ms
if
00DF: actor $PLAYER_ACTOR driving
then
03C0: 0@ = actor $PLAYER_ACTOR car
02E3: 1@ = car 0@ speed
if
0023: 15.0 > 1@
then
0441: 1@ = car 0@ model
if
0A01: model 1@ car
then
07E4: get_model 1@ dimensions_cornerA_to 2@ 3@ 4@ dimensions_cornerB_to 5@ 6@ 7@
000B: 2@ += 0.25
000F: 5@ -= 0.25
0087: 8@ = 5@
0087: 11@ = 2@
0063: 8@ -= 2@
0087: 9@ = 8@
0006: 10@ = NUM_PARKING_SENSORS
000E: 10@ -= 1
0093: 10@ = integer 10@ to_float
0073: 9@ /= 10@
0087: 13@ = 3@
000F: 13@ -= MAX_SENSOR_RANGE
0006: 14@ = false
0007: 21@ = -100.0
for 12@ = 1 to NUM_PARKING_SENSORS
0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1
0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 13@ -0.1
if
86BD: not no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0
then
0006: 14@ = true
0087: 22@ = 13@
repeat
000B: 22@ += 0.1
if
0025: 22@ > 21@
then
0087: 21@ = 22@
end
0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1
0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 22@ -0.1
until 06BD: no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0
end
005B: 11@ += 9@
end
if
0039: 14@ == true
then
0097: make 21@ absolute_float
006B: 21@ *= 21@
006B: 21@ *= 21@
0092: 21@ = float 21@ to_integer
if
001B: 75 > 21@
then
097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_GO
else
097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_321
end
0001: wait 21@ ms
end
end
end
end
end
кстати крашит при прикосновении жопы машини и стеныCLEO:{$CLEO} 0000: const NUM_PARKING_SENSORS = 4 MAX_SENSOR_RANGE = 3.0 SOUND_RACE_321 = 1056 SOUND_RACE_GO = 1057 end while true 0001: wait 0 ms if 00DF: actor $PLAYER_ACTOR driving then 03C0: 0@ = actor $PLAYER_ACTOR car 02E3: 1@ = car 0@ speed if 0023: 15.0 > 1@ then 0441: 1@ = car 0@ model if 0A01: model 1@ car then 07E4: get_model 1@ dimensions_cornerA_to 2@ 3@ 4@ dimensions_cornerB_to 5@ 6@ 7@ 000B: 2@ += 0.25 000F: 5@ -= 0.25 0087: 8@ = 5@ 0087: 11@ = 2@ 0063: 8@ -= 2@ 0087: 9@ = 8@ 0006: 10@ = NUM_PARKING_SENSORS 000E: 10@ -= 1 0093: 10@ = integer 10@ to_float 0073: 9@ /= 10@ 0087: 13@ = 3@ 000F: 13@ -= MAX_SENSOR_RANGE 0006: 14@ = false 0007: 21@ = -100.0 for 12@ = 1 to NUM_PARKING_SENSORS 0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 13@ -0.1 if 86BD: not no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0 then 0006: 14@ = true 0087: 22@ = 13@ repeat 000B: 22@ += 0.1 if 0025: 22@ > 21@ then 0087: 21@ = 22@ end 0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 22@ -0.1 until 06BD: no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0 end 005B: 11@ += 9@ end if 0039: 14@ == true then 0097: make 21@ absolute_float 006B: 21@ *= 21@ 006B: 21@ *= 21@ 0092: 21@ = float 21@ to_integer if 001B: 75 > 21@ then 097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_GO else 097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_321 end 0001: wait 21@ ms end end end end end
да, краш потому что 21@ переменная в конце меньше 0 и ты поставил wait 21@а как избавиться от краша? можно ли при очень близком приближении просто снизу справа вывести "P-" вместо звуков? Заранее спасибо )
{$CLEO}
0000:
const
NUM_PARKING_SENSORS = 4
MAX_SENSOR_RANGE = 3.0
SOUND_RACE_321 = 1056
SOUND_RACE_GO = 1057
end
while true
0001: wait 0 ms
if
00DF: actor $PLAYER_ACTOR driving
then
03C0: 0@ = actor $PLAYER_ACTOR car
02E3: 1@ = car 0@ speed
if
0023: 15.0 > 1@
then
0441: 1@ = car 0@ model
if
0A01: model 1@ car
then
07E4: get_model 1@ dimensions_cornerA_to 2@ 3@ 4@ dimensions_cornerB_to 5@ 6@ 7@
000B: 2@ += 0.25
000F: 5@ -= 0.25
0087: 8@ = 5@
0087: 11@ = 2@
0063: 8@ -= 2@
0087: 9@ = 8@
0006: 10@ = NUM_PARKING_SENSORS
000E: 10@ -= 1
0093: 10@ = integer 10@ to_float
0073: 9@ /= 10@
0087: 13@ = 3@
000F: 13@ -= MAX_SENSOR_RANGE
0006: 14@ = false
0007: 21@ = -100.0
for 12@ = 1 to NUM_PARKING_SENSORS
0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1
0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 13@ -0.1
if
86BD: not no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0
then
0006: 14@ = true
0087: 22@ = 13@
repeat
000B: 22@ += 0.1
if
0025: 22@ > 21@
then
0087: 21@ = 22@
end
0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1
0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 22@ -0.1
until 06BD: no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0
end
005B: 11@ += 9@
end
if
0039: 14@ == true
then
0097: make 21@ absolute_float
006B: 21@ *= 21@
006B: 21@ *= 21@
0092: 21@ = float 21@ to_integer
if
002B: 75 >= 21@
then
097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_GO
else
097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_321
end
if 21@ > 1
then
0001: wait 21@ ms
else
chatmsg "пизда" 0xffffff
end
end
end
end
end
end
да, краш потому что 21@ переменная в конце меньше 0 и ты поставил wait 21@
CLEO:{$CLEO} 0000: const NUM_PARKING_SENSORS = 4 MAX_SENSOR_RANGE = 3.0 SOUND_RACE_321 = 1056 SOUND_RACE_GO = 1057 end while true 0001: wait 0 ms if 00DF: actor $PLAYER_ACTOR driving then 03C0: 0@ = actor $PLAYER_ACTOR car 02E3: 1@ = car 0@ speed if 0023: 15.0 > 1@ then 0441: 1@ = car 0@ model if 0A01: model 1@ car then 07E4: get_model 1@ dimensions_cornerA_to 2@ 3@ 4@ dimensions_cornerB_to 5@ 6@ 7@ 000B: 2@ += 0.25 000F: 5@ -= 0.25 0087: 8@ = 5@ 0087: 11@ = 2@ 0063: 8@ -= 2@ 0087: 9@ = 8@ 0006: 10@ = NUM_PARKING_SENSORS 000E: 10@ -= 1 0093: 10@ = integer 10@ to_float 0073: 9@ /= 10@ 0087: 13@ = 3@ 000F: 13@ -= MAX_SENSOR_RANGE 0006: 14@ = false 0007: 21@ = -100.0 for 12@ = 1 to NUM_PARKING_SENSORS 0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 13@ -0.1 if 86BD: not no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0 then 0006: 14@ = true 0087: 22@ = 13@ repeat 000B: 22@ += 0.1 if 0025: 22@ > 21@ then 0087: 21@ = 22@ end 0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 22@ -0.1 until 06BD: no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0 end 005B: 11@ += 9@ end if 0039: 14@ == true then 0097: make 21@ absolute_float 006B: 21@ *= 21@ 006B: 21@ *= 21@ 0092: 21@ = float 21@ to_integer if 002B: 75 >= 21@ then 097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_GO else 097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_321 end if 21@ > 1 then 0001: wait 21@ ms else chatmsg "пизда" 0xffffff end end end end end end
{$CLEO}
{$INCLUDE SF}
0000:
repeat
wait 0
until samp.Available()
0BE3: raknet setup_incoming_rpc_hook @showDialog
alloc 27@ 145
0BDE: pause_thread 0
:showDialog
if and
0039: 1@ == 0
0039: 5@ == 61
jf [USER=339755]@true[/USER]
0BE5: raknet 5@ = get_hook_param PARAM_BITSTREAM
0BE9: raknet bit_stream 5@ reset_read_pointer
0BED: raknet bit_stream 5@ set_read_offset 32
0BE7: raknet 3@ = bit_stream_read 5@ type BS_TYPE_SHORT
0BE7: raknet 4@ = bit_stream_read 5@ type BS_TYPE_SHORT
0BE7: raknet 2@ = bit_stream_read 5@ type BS_TYPE_BYTE
0BE8: raknet bit_stream 5@ read_array 27@ size 2@
0C1E: array 27@ element 2@ el_size 1 = 0
log "%s" -1 27@
jf [USER=339755]@true[/USER]
:true
0BE0: raknet hook_ret true
Не понимаю в чем проблема как можно решить?Code:{$CLEO} {$INCLUDE SF} 0000: repeat wait 0 until samp.Available() 0BE3: raknet setup_incoming_rpc_hook @showDialog alloc 27@ 145 0BDE: pause_thread 0 :showDialog if and 0039: 1@ == 0 0039: 5@ == 61 jf [USER=339755]@true[/USER] 0BE5: raknet 5@ = get_hook_param PARAM_BITSTREAM 0BE9: raknet bit_stream 5@ reset_read_pointer 0BED: raknet bit_stream 5@ set_read_offset 32 0BE7: raknet 3@ = bit_stream_read 5@ type BS_TYPE_SHORT 0BE7: raknet 4@ = bit_stream_read 5@ type BS_TYPE_SHORT 0BE7: raknet 2@ = bit_stream_read 5@ type BS_TYPE_BYTE 0BE8: raknet bit_stream 5@ read_array 27@ size 2@ 0C1E: array 27@ element 2@ el_size 1 = 0 log "%s" -1 27@ jf [USER=339755]@true[/USER] 0BE0: raknet hook_ret true
:showDialog
if 0@ == RPC_SCRSHOWDIALOG
then
0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM // Ïîëó÷àåì BitStream
0BE7: raknet 2@ = bit_stream_read 1@ type BS_TYPE_SHORT // WORD(DialogId)
0BE7: raknet 3@ = bit_stream_read 1@ type BS_TYPE_BYTE // byte(DialogStyle)
0BE7: raknet 4@ = bit_stream_read 1@ type BS_TYPE_BYTE // byte(TitleLength)
alloc 5@ 4@
0BE8: raknet bit_stream 1@ read_array 5@ size 4@ // Title
0BE7: raknet 4@ = bit_stream_read 1@ type BS_TYPE_BYTE // byte(Button1Length)
alloc 6@ 4@
0BE8: raknet bit_stream 1@ read_array 6@ size 4@ // Button1
0BE7: raknet 4@ = bit_stream_read 1@ type BS_TYPE_BYTE // byte(Button2Length)
alloc 7@ 4@
0BE8: raknet bit_stream 1@ read_array 7@ size 4@ // Button2
alloc 8@ 4096
0BF4: raknet bit_stream 1@ decode_string 8@ size 4096
log '%s' 8@
free 5@
free 6@
free 7@
free 8@
end
hookret true
log '%s' 27@
подгружай просто нужную тебе текстуру при смене оружия, а не все сразуда, краш потому что 21@ переменная в конце меньше 0 и ты поставил wait 21@
CLEO:{$CLEO} 0000: const NUM_PARKING_SENSORS = 4 MAX_SENSOR_RANGE = 3.0 SOUND_RACE_321 = 1056 SOUND_RACE_GO = 1057 end while true 0001: wait 0 ms if 00DF: actor $PLAYER_ACTOR driving then 03C0: 0@ = actor $PLAYER_ACTOR car 02E3: 1@ = car 0@ speed if 0023: 15.0 > 1@ then 0441: 1@ = car 0@ model if 0A01: model 1@ car then 07E4: get_model 1@ dimensions_cornerA_to 2@ 3@ 4@ dimensions_cornerB_to 5@ 6@ 7@ 000B: 2@ += 0.25 000F: 5@ -= 0.25 0087: 8@ = 5@ 0087: 11@ = 2@ 0063: 8@ -= 2@ 0087: 9@ = 8@ 0006: 10@ = NUM_PARKING_SENSORS 000E: 10@ -= 1 0093: 10@ = integer 10@ to_float 0073: 9@ /= 10@ 0087: 13@ = 3@ 000F: 13@ -= MAX_SENSOR_RANGE 0006: 14@ = false 0007: 21@ = -100.0 for 12@ = 1 to NUM_PARKING_SENSORS 0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 13@ -0.1 if 86BD: not no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0 then 0006: 14@ = true 0087: 22@ = 13@ repeat 000B: 22@ += 0.1 if 0025: 22@ > 21@ then 0087: 21@ = 22@ end 0407: store_coords_to 15@ 16@ 17@ from_car 0@ with_offset 11@ 3@ -0.1 0407: store_coords_to 18@ 19@ 20@ from_car 0@ with_offset 11@ 22@ -0.1 until 06BD: no_obstacles_between 15@ 16@ 17@ and 18@ 19@ 20@ solid 1 car 1 actor 1 object 1 particle 0 end 005B: 11@ += 9@ end if 0039: 14@ == true then 0097: make 21@ absolute_float 006B: 21@ *= 21@ 006B: 21@ *= 21@ 0092: 21@ = float 21@ to_integer if 002B: 75 >= 21@ then 097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_GO else 097A: play_audio_at 0.0 0.0 0.0 event SOUND_RACE_321 end if 21@ > 1 then 0001: wait 21@ ms else chatmsg "пизда" 0xffffff end end end end end end
тут не крашит
ПОМОГИТЕ, делаю chud) и хочу сделать вывод текстурок оружие на экран, все текстуры есть, но как их загрузить?
пытался сделать массив с указателями на их структуры, но не выводятся
выводил их так: фулл код не дам, тк скрипт приват)CLEO:alloc 11@ 512 0B71: render 12@ = load_texture_from_file "cleo\hud\fist.png" 0C0F: array 11@ element 0 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\BRASSKNUCKLEicon.png" 0C0F: array 11@ element 1 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\golfclubicon.png" 0C0F: array 11@ element 2 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\nitestickicon.png" 0C0F: array 11@ element 3 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\knifecuricon.png" 0C0F: array 11@ element 4 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\baticon.png" 0C0F: array 11@ element 5 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\shovelicon.png" 0C0F: array 11@ element 6 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\poolcueicon.png" 0C0F: array 11@ element 7 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\katanaicon.png" 0C0F: array 11@ element 8 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\chnsawicon.png" 0C0F: array 11@ element 9 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\gun_dildo2icon.png" 0C0F: array 11@ element 10 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\flowerbicon.png" 0C0F: array 11@ element 11 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\gun_caneicon.png" 0C0F: array 11@ element 12 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\grenadeicon.png" 0C0F: array 11@ element 13 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\colt45icon.png" 0C0F: array 11@ element 14 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\silencedicon.png" 0C0F: array 11@ element 15 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\desert_eagleicon.png" 0C0F: array 11@ element 16 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\chromegunicon.png" 0C0F: array 11@ element 17 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\sawnofficon.png" 0C0F: array 11@ element 18 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\shotgspaicon.png" 0C0F: array 11@ element 19 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\micro_uziicon.png" 0C0F: array 11@ element 20 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\mp5lngicon.png" 0C0F: array 11@ element 21 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\ak47icon.png" 0C0F: array 11@ element 22 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\M4icon.png" 0C0F: array 11@ element 23 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\tec9icon.png" 0C0F: array 11@ element 24 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\cuntgunicon.png" 0C0F: array 11@ element 25 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\SNIPERicon.png" 0C0F: array 11@ element 26 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\rocketlaicon.png" 0C0F: array 11@ element 27 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\heatseekicon.png" 0C0F: array 11@ element 28 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\flameicon.png" 0C0F: array 11@ element 29 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\minigunicon.png" 0C0F: array 11@ element 30 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\satchelicon.png" 0C0F: array 11@ element 31 = 12@ 0B72: render release_texture 12@ 0B71: render 12@ = load_texture_from_file "cleo\hud\cellphoneicon.png" 0C0F: array 11@ element 32 = 12@ 0B72: render release_texture 12@
CLEO:0AB1: call_scm_func @getweapon 7 1@ 2@ 29@ 6@ 7@ 30@ 11@ result_to // 1@ 2@ - позиция 6@ 7@ тоже 30@ - шрифт 11@ - массив :getweapon 0C0E: 7@ = array 6@ element 16 0B73: render draw_texture 7@ pos 0@ 1@ size 100 100 rotation 0.0 color 0xffffffff ret 0
спасибо, но так тоже не получалось, поетому я текстуры закинул в txd файл и потом рисовал их(не render опкоды, а draw)подгружай просто нужную тебе текстуру при смене оружия, а не все сразу
почему не получалось?спасибо, но так тоже не получалось, поетому я текстуры закинул в txd файл и потом рисовал их(не render опкоды, а draw)