Вопросы по CLEO-скриптингу

loganhackerdff

Известный
868
517
0xB793D8 - [float] Выносливость
я 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
 
Последнее редактирование:

hnnssy

Известный
Друг
2,684
2,748
я 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
0652: 6@ = stat 4080
0017: 6@ /= 3997.0
0013: 6@ *= 100.0
 
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Реакции: loganhackerdff

astap_

Известный
Всефорумный модератор
626
597
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
Как 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.
for 0@ = 5601 to 5650 step 1
format 1@ = "%s" 0@
if 0c18: 0 = srtstr 3@ 1@
then
chatmsg "found at %i" -1 0@
break
end
end

писал с телефона, надеюсь поймёшь.
 
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Реакции: 1fs1

loganhackerdff

Известный
868
517
подскажите 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
 

astap_

Известный
Всефорумный модератор
626
597
подскажите 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
структуры структур
 
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Реакции: loganhackerdff

loganhackerdff

Известный
868
517
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:
{$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
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
                                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 стены
скажите как рендерить пикапы с ОПРЕДЕЛЁННОЙ моделью, через какой опкод можно получить id моделе пикапа?
 
Последнее редактирование:

loganhackerdff

Известный
868
517
а как избавиться от краша? можно ли при очень близком приближении просто снизу справа вывести "P-" вместо звуков? Заранее спасибо )
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
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
 
Последнее редактирование:
  • Нравится
Реакции: Fix_ir

l Piko l

Известный
57
15
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]    
:true
0BE0: raknet hook_ret true
Не понимаю в чем проблема как можно решить?
 
Последнее редактирование:

xSpiridon

Участник
74
21
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
Не понимаю в чем проблема как можно решить?
CLEO:
: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

обычно так делается, думаю это тебе поможет, ну а вообще

CLEO:
log '%s' 27@

В 'log' не нужно ставить цвет (-1 в твоем случае)
 
  • Влюблен
Реакции: l Piko l

hnnssy

Известный
Друг
2,684
2,748
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

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
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@
выводил их так: фулл код не дам, тк скрипт приват)
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
подгружай просто нужную тебе текстуру при смене оружия, а не все сразу
 
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Реакции: loganhackerdff
D

Deleted member 240777

Гость
почему выводится варнинг и в диалог ничего не пишется, а только нажимается кнопка?
nGhNBCbh2Xw.jpg