Вопросы по CLEO-скриптингу

ExTenZy

Новичок
1
0
Ребят, защиту как снять с этого скрипта? https://yadi.sk/d/5ahSiPljbnaYZ
Код защищен
Код:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database/) on 24.2.2014
{$CLEO .cs}
 
//-------------MAIN---------------
0002: goto NAN.0
0A9F: get_this_script_struct 30@
30@ += 16
0A8D: read_memory 30@ size 4 vp 0 store_to 31@
31@ -= NAN.0
30@ += 4
0A8C: write_memory 30@ size 4 val 31@ vp 0
0662: write_debug "" // nop
0662: write_debug "Crypted with CLEO Cryptor 2 by FYP" // nop
0662: write_debug "BlastHack.Net" // nop
0662: write_debug "" // nop
hex
08 00 5E 04 E0 02 B6 06 55 04 86 06 76 03 0D 04
44 0C 17 03 E5 9A 06 51 06 1A 08 A4 06 47 0D C8
00 76 0B 8C 09 DA 05 6B 08 B6 00 8D 0C D5 08 C5
06 0C 0A A0 00 9A 02 BB
end
06C5: skip_to_end_and_stop_playback_recorded_car 
hex
02 96 06 FC 02 D3 0B 64 05 E1 07 42 76 F3 1B 9A
D3 39 05 38 F2 63 BE 7C 6E 59 32 3B 8E AA 94 77
24 E4 92 A6 C0 90 75 BF 62 6C 64 6E 59 CC 75 8A
CC 96 76 F6 FC 92 A6 C5 CC 38 BB 63 14 11 9F AA
AE 19 EB C7 C8 17 9E 76 1D 77 59 69 75 BF 62 D6
64 6E 59 35 7F 80 EB CF 37 BE 56 3D 63 1A 49 79
E2 43 C4 DD D7 E0 8B 33 C8 D5 45 9C 07 F3 82 AB
1A FB C3 54 43 50 7E 61 43 25 99 6B 45 79 98 15
FB 80 79 D2 3A DF 5F 96 51 69 74 4D ED 92 6E 47
67 87 1D FB 9F A8 C5 3A 02 97 62 51 37 CD A6 CD
3B 8E 0C 97 78 FE 7A 04 34 4A 20 18 CC 02 DA 53
9B A3 CD 74 8D A8 94 BE FD 1E 6D 5B 39 19 38 77
69 BA 9B 99 A5 C9 75 46 A2 90 66 F4 06 6D 09 3A
1B 39 49 9C 40 CB 91 A7 ED 86 71 57 C4 76 F6 E9
99 A6 C5 1C 38 BC 78 BF 9F 6E 6E C7 70 0E A8 97
6F F7 2F 66 57 3E 7B 51 D2 13 BE A2 69 59 32 74
8E AC 94 26 F7 1A E7 A8 C5 E5 EE BF 67 BF A2 11
A5 D6 75 8A 57 D9 76 F6 79 90 A6 C5 A3 32 BC 78
BF 98 8B A6 1B 75 8A A8 AD 76 F4 01 6D 5D C5 57
38 BE 01 42 64 6E 70 CD 71 9B 3A 9F 75 F5 1B 69
51 A8 11 3B BD 63 BB 92 DC A6 CC 83 73 57 6B A0
F7 1F 6D CB 31 19 3A BF 67 B7 D6 91 A7 93 8B 71
57 C4 76 F6 0E 9B A6 C5 14 38 BC 7F BF 9F 90 3B
C6 76 8C A8 90 77 F4 07 6D 5A 23 1A 3B A7 63 2B
90 92 A4 CD 71 82 A6 99 A4 12 F1 9E A0 D2 F3 18
4D 93 5A 71 AB 32 C6 76 8C A8 90 7D F4 02 6D 53
3A 19 24 BF 67 BE CB 91 A7 C7 8D 71 57 42 76 F3
1B FF 52 39 18 38 BB 6A F2 9B 90 5B 30 8A 71 A1
96 72 F6 18 6C 59 39 06 38 EF 63 BE 8E 67 59 32
7B 8E AB 88 76 F3 1A F0 52 39 18 38 BB 62 BC 87
91 A5 D4 75 8D B0 94 E2 FC 18 6F 59 3E 16 36 B2
B1 5A 71 62 5F 25 9C AE 5A 64 93 1D 21 F9 52 39
18 38 BB 68 BC 82 91 F6 CD 74 84 50 6B 89 F5 1B
6C 3B C7 E5 C7 69 63 BB 9B BC A6 CE 69 8E AB 95
76 BA 1B 6C F7 C7 E5 C7 B9 63 BC 80 91 A2 32 8D
84 A6 89 2D AA 60 2B 1F 7C 5C 7E F9 1E 70 70 74
4F 26 9D 7F 5A B4 91 17 F1 83 B4 CD F2 D3 4E 9C
BE 75 3D FA CD 75 8C A8 95 14 0A E4 92 5F 3A 19
23 BF 67 40 06 9A A5 CF 75 8A A9 97 6A F7 18 74
59 39 02 38 2B 68 BC 99 91 A2 C1 7B 83 7A 71 9C
04 E2 85 B0 1A E8 C8 5A 89 85 0F 9A A5 CF 75 8A
A3 97 6F F7 11 6D 5A 26 1A 3C BE 33 BF 9A 84 50
32 8A DE A8 95 7C 0F E4 92 D8 31 19 3A BF 60 A0
9B 92 B8 CD A3 8E AC 94 4F F7 18 72 59 3F 1B 39
F2 63 BE DB 69 59 32 A3 8E AC 94 4F F7 18 73 59
3E 10 75 BF 62 9C 66 6E 59 4B 7E 8D AA 94 72 F7
46 66 5D 3A 97 33 BB 63 69 9B 95 A6 F4 75 8D B6
94 72 F5 56 6D 58 7E E6 C7 40 F8 B4 98 93 A6 C9
74 8D B4 94 75 EA 1B BB 59 3E 1A 11 BF 60 A3 9B
95 A6 80 75 8F D7 68 89 08 86 66 5A 38 1A 3C
end
8968:  not stop_char_facial_talk 
hex
BE 60 A3 9B 92 BF CD 76 96 A8 00 7D F4 19 6D 5D
36 14 35 6D 86 55 68 68 4E 24 55 7C 58 71 9C CD
8F 66 5A 38 1A 3C B4 60 A6 9B 9B A6 CE 69 8E AC
95 A0 F7 1F 6D 60 3A 19 23 BF 67 40 D6 91 A7 59
89 71 57 C4 76 F6 0E 9B A6 C5 4A 38 BE 69 47 64
6E A4 CD 74 08 54 6B 89 A7 1B 6C 45 CC E5 C7 EF
63 BE 91 69 59 32 77 8E A9 D0 8A 08 E4 95 53 34
2B 63 FE 2A F2 CB AB 86 9E 34 D3 88 EF 30 B1 5D
2B 1F 7C 67 FA 44 82 5A 6B 79 54 28 55 7C 58 71
9C D7 FF 86 A6 1A F5 C8 51 8B 5C 6B 7F 44 2D 98
66 4D 95 98 5B 47 6D 59 EC 1A 3C BF 5A BF 98 8F
A6 C9 76 C3 A8 95 A1 0C E4 92 8F 3A 1E 38 86 E3
BC 80 91 A2 32 38 8E A9 86 8A 08 E4 C0 53 39 01
38 BB 61 BD 9B 90 71 36 8A 71 50 9E 78 C6 40 2C
10 77 4A 02 9F 30 FE C6 B1 DD 8B 33 C8 EE D2 30
8A C9 9D BC D0 3A D5 5A 43 5E 60 7A 86 22 9B 7F
5A 74 94 1C FE 80 79 D7 FA 18 50 83 4C 7C 62 A7
23 D9 D2 A8 94 A0 F7 1F 6D 60 3A 19 26 BF 67 BB
D6 91 A7 C1 8E 71 57 42 76 F3 1B 54 D9 39 01 38
BB 9C F2 9B 90 EE 36 8A 71 11 9E 75 EC 1B 6E 43
3A CC 38 BB 63 86 9B 92 BC CD 71 8C E5 94 77 7C
E0 92 A6 97 10 3B A4 63 BB 98 93 A6 CC 3A 75 57
6B 8E FD 15 5F 02 7B 53 75 EF 59 9F C8 D0 FB ED
0E C8 EE D2 30 B1 5D 10 8B CA FF D2 9F 8E 5A BB
70 5D 26 55 61 46 65 84 17 F9 86 BC D7 3A D5 5F
43 50 7B 62 41 3E 5B 8F 46 38 2A F7 1B 6F 59 3B
16 C3 40 9C 47 91 9F 94 96 34 C7 E5 C4 4C D7 48
2C 04 1A 61 7E F9 25 F9 DD D7 DB 1F 85 6B 42 B4
9B 12 3B 8C A2 D1 3A D7 51 92 4D 7B 73 4D 28 98
AE 45 74 56 18 FB 9E BE C9 34 39 51 CF E3 9B 91
70 CD 71 8E 91 94 75 E9 1B 69 5C 77 1A 39 D5 99
40 64 47 A6 C9 75 B7 28 97 6D F7 1F 92 14 3A 1B
97 45 9C 40 36 9B A5 D6 75 8A A8 00 7D F4 19 6D
5D 36 14 2A 6D 86 55 68 68 4E 24 55 7C 58 71 9C
CD 3B 23 36 54 7F AC B4 60 BD 9B 95 AD C3 75 88
A8 97 6D F7 1F 92 5B 3A 1B 52 45 9C 40 63 9B A8
F6 2E CF E1 D9 26 CD 3B 3E 18 67 3A 43 F9 25 F9
DD D7 E0 B0 B8 6B 4A 7A 91 1B F5 8B B4 D4 3A DA
44 89 54 65 66 4E 3F 89 AE 47 64 98 1F F8 9D B7
D8 FA D5 57 86 9F 69 61 43 27 95 A0 A9 7A DA AB
1B 6D 8F 3A 1E 38 86 63 BC 85 91 A2 CB 38 8E A9
D2 8F 08 E4 BB 59 3E 1A 01 3F 60 A4 9B 95 59 80
75 8F 2F 6D 89 08 CD 6D 5D 3A 03 38 BC 7F BF 9F
90 EB CD 74 48 51 6B 89 F9 1B 6E 45 3A 1E 39 EF
63 BE 87 67 59 32 7B 8E AB 88 76 F3 1A F0 52 39
18 38 BB 62 BC 87 91 A5 D4 75 8D B0 94 A5 FD 18
6E 59 34 0A EA 5A 89 4C 62 79 4F ED 87 7E 4D 7E
4C D7 3E 1E 5A 23 1A 38 2B 68 BC 99 91 A2 C1 7B
83 7A 71 9C 04 E2 85 B0 1A E8 C8 5A 89 85 0F 9A
A5 CF 75 8A A3 97 6F F7 4B 6D 58 30 E2 C7 40 61
BF 9A 1F 5F 32 8A 76 A2 9A 58 AC 5A 24 14 6A 20
18 EC 22 E2 BB EA E0 8B 33 C8 EE D2 0B 2A E9 83
79 D5 FF C8 5D 98 56 BB 63 56 28 9F AE 4A B4 99
1C FE 84 B2 D2 EB CA 5A 62 51 37 CD A6 CD 77 8E
A9 D2 8F 08 E4 95 53 34 2D 63 FE 2A F2 CB AB 86
9E 34 D3 88 EF 30 B1 5D 2B 1F 7C 67 FA 55 88 41
6C 79 54 31 55 61 58 71 92 0C FF 9E A0 D2 F3 18
4D 93 5A 71 B1 4B 28 55 6C 46 73 9A 19 FD 80 B7
3B F4 94 E3 63 BF 4D 91 A2 CD 4C 8E AB 8A 76 F3
1C 20 59 3B 5A C0 40 9C 69 9B 95 A6 F4 F5 8D B3
94 72 08 56 6D 58 BA E2 C7 40 B5 BF 9F 91 8B 4D
76 92 A8 97 77 F7 56 6D 58 F9 E2 C7 40 FE B4 98
93 A6 C9 74 8D B4 94 75 EE 1B 6E 41 3A 8E 33 BC
61 BF 9F 9D A8 C0 A7 6B 42 67 8F 1F F2 4D AB CA
FF D2 85 F7 B4 98 93 A6 C9 7E 8D B1 94 7C F7 18
71 59 3E 1B 68 BF 62 A3 6D 6E 59 9D 75 8F A2 6C
89 08 19 6D 58 BD E2 C7 40 9B B5 95 A3 FD 8C 3C
C3 F8 AE 56 A4 5A 30 79 41 5C 7E F9 25 F9 DD EC
7B 3F 9B AE 47 7A 87 1C FE 89 B4 D2 F3 18 4D 93
5A 71 B1 44 ED 9A 65 4D 7D 9D 1F EA 9F BC 14 1B
D6 13 3F BF 9B 93 A6 CC 35 76 57 6B 8E FD 15 5B
02 7B 53 75 EF 59 9F C8 D0 FB ED 0E C8 EE D2 30
B1 5D 10 9B D0 F1 C6 48 8B 4D 67 B1 57 26 90 6A
5B 6A 8F 1F F2 4D AB CA FF D2 9F 8E 5A BB 73 48
2A 99 60 4E 79 98 F6 F5 C1 05 3A 1A 3A BF 62 B3
64 6E 59 1B 75 8A A8 13 7D F4 19 6D 14 3A 1B 2F
47 9C 40 1D 9A A5 CF 75 8A A8 19 7D F3 19 6F 59
3B 16 C0 40 9C 39 90 92 A4 CD 71 8F 25 9F 72 F7
58 66 A5 31 14 28 FC 16 CD E9 F4 C8 B9 3B EF C5
F1 3B 82 68 04 3A 39 03 38 10 69 BC 80 91 A5 D5
75 72 A3 9A 64 B4 6E 1F 2B 5F 74 4C F3 06 D1 FC
F9 D2 80 00 FD C1 F7 75 EF 1B C7 53 33 57 68 8C
2F FE 9B 91 A6 CE 6D 8E 7E 94 72 F7 22 ED 5A 22
1A 3C BF 2E BF 9A 36 51 32 8A 34 A2 9D 3B A7 28
21 18 3A B2 3C 0E 69 BE 11 61 59 32 71 8F A9 02
81 08 E4 6D 08 3A BE 3B B1 66 F2 CB A2 EA 8C BD
84 AD 14 77 F4 18 6D A4 31 14 28 FC 16 CD E9 F4
C8 B9 3B EF C5 F1 3B 82 68 04 3A 39 1A 38 42 68
B1 89 D2 D3 BF 07 EB C6 E0 3A 92 75 0A 31 4E 57
4D CC 0A DC 98 90 A6 7C 7F 8F C2 62 89 08 1F 6E
5A 3B 1A 3B BC 63 BC 9B 91 A5 CE 75 8E C5 9F 78
F1 4F 0C 31 55 77 59 BB 71 BB 97 92 A2 CD 19 85
AB 90 76 F4 1E 6D 32 31 19 3C BF 60 BC 9B 92 A0
CD 2F 85 AB 93 76 F4 13 6D 4F 3A 19 3F BF 67 BD
8D 91 A5 CB 75 8A AA F6 76 F4 1C 6D 5A 3C 1A 2E
BF 60 BA 9B 95 A4 CB 75 8D A0 94 72 EE 79 6D 5A
32 1A 3B BA 63 AD 9B 92 A7 CD 70 66 AB 42 76 F3
1B 74 59 39 1B 38 BA C3 B0 D6 91 A7 70 83 71 57
92 76 F4 19 6D 5C 9A 15 3A BF 62 0A 6D 6E 59 48
75 8D AA 94 75 F6 1B 6B 59 39 3A 38 BB 63 92 1B
92 86 CD 76 8C A8 D9 76 F6 6A 9B A6 C5 1B 38 BB
63 D6 90 95 A6 C9 75 8B 78 93 72 C5 1A 6D 59 3A
92 57 B4 60 BB 9B 92 A5 CD 76 89 A8 97 7E F7 1A
92 A6 C5 C7 3A BF 62 11 6D 6E 59 04 7F 8D AB 94
38 F7 9E 6D 5A 39 1A 3B BF 63 A9 9B 92 A6 CD 71
B2 2D 94 75 F3 1B 6E 59 3A 08 38 BC 67 BF 9F AD
C4 CD 76 8D A8 97 72 F7 C8 67 5A 3B 1A 36 B0 46
CC BB AB 9C ED 50 BE 9A F0 4C D2 2B 5F 3D 39 18
38 BC 63 BF 98 92 A6 CD C7 84 AC 95 75 F6 1B 6D
F4 30 19 23 BF 67 BF 95 9D A5 C9 75 8D B4 94 75
EC 1B C0 53 39 01 38 BB 62 EE 9B 47 A6 C9 75 6A
A2 9A 7C 94 77 08 36 66 69 57 CA 0D DB D6 91 A7
F5 80 71 57 92 76 F4 1A 6D 5D 3A C9 32 BC 60 BF
95 9F E5 81 30 C1 F4 E7 19 82
end
0975:  is_emergency_services_vehicle 13328
hex
12 BF B5 BF 9F 91 40 C7 76 8D A8 97 69 F7 18 6D
59 77 1A 39 80 96 40 64 76 AC CE 6A 8E AB 94 76
BA 1B 6C 66 CF E5 C7 BE 63 BB 9B 42 AC CE 68 8E
A6 90 58 9A 6B 5E 59 EC 1A 3C BF D2 B5 9A CC 55
32 8A 8A AA 97 76 F7 18 70 59 3A 57 38 BE 17 4A
64 6E AC CD 76 8F A8 90 77 24 11 6E 44 3A 14 3C
91 14 DE ED 91 70 CD 71 8E 19 9E 77 AA E8 92 A6
3E 18 3B BF 63 BC 86 91 A6 80 75 8F EE 61 6D 5A
3B 1A 3C BE 61 BF 9A 24 53 32 8A 8C A8 95 82 03
E4 92 A1 30 14 00 50 83 50 71 71 86 9E 1A FB C6
F0 56 1A FE 4D B7 DB F7 D8 4F 90 59 7E 7C 46 ED
9D AE 59 7E 86 1F F4 9F 79 DD FA D2 51 8E 48 73
7A 86 3C 97 60 56 B4 86 17 FA 83 AB C9 34 39 51
CF E3 9B 91 E8 CD 24 8E 7E 94 72 F7 FF 67 57 30
79 54 DA 0C E3 E8 FE D3 A3 11 C3 A8 95 8F 04 E4
92 5F 3A 19 39 BF 67 BF 48 9B A5 CE 75 80 A6 D7
3A B2 54 31 2A 55 6F 56 DB 3F 95 B5 BB A6 1B 75
8A A8 72 7C F4 18 6D 5A 25 1A 3B BF 63 F2 9B 90
A6 39 8A 71 4F 9E 75 E8 1B 6E 59 3A 57 38 BE 63
4B 64 6E A7 CD 71 8E 7B 9E 75 EA 1B 63 5D 14 77
48 8C 63 69 9B 95 A6 7C 7F 8F F5 67 89 08 1F 6F
5A 3A 1A 3B A2 63 BF D6 91 A7 80 81 71 57 25 7C
F6 A8 9E A6 C5 1E 3E BC 62 BF 98 92 A6 CE 75 8E
AB 90 76 F4 19 6D 5A 27 1A 3B BE 63 BF 48 9B A5
D0 75 80 AC BA 01 96 6D 6D 8F 3A 1E 38 0E 69 BE
C6 62 59 32 71 8C AB 94 76 F4 06 6D 59 77 1A 39
B8 97 40 64 20 AC CC C6 7D 57 6B 72 F1 18 6C 59
39 19 38 BC 63 BF 98 95 A6 CE 77 8E AB 89 76 F4
1A 6D 59 38 1A 39 19 97 40 64 93 A6 CC C0 7D 57
6B 8E FD 15 55 B6 DA F5 D2 5F 43 EC F4 E4 C8 A9
55 63 4D B4 98 16 F6 8D A9 C9 FC DD 52 83 9F 73
B1 57 27 85 66 47 66 56 10 FB 87 B7 D7 ED D0 54
43 4E 79 7F 58 ED 85 6E 49 7A 84 04 35 6C B7 96
46 38 BF 2D BF CA 91 AC CD 76 8E A8 90 77 24 11
6E 58 3A 14 35 FC 2F FA D4 CD D5 A2 00 E0 CC C8
53 84 18 6F 59 3A B6 32 BC 62 BF 98 8F A6 C2 79
8D AB 94 75 F7 1B 6E 47 3A AB 32 BE CC 4F 64 6E
A2 CC 76 8C A8 94 EC FC 18 69 59 3E 1B 3B BD 63
BC 9B 91 A2 32 C7 84 AC 95 75 F7 1B 6D 4E 36 19
38 BF 60 BD 9B 9F A6 CE 77 8E AC 90 2C F7 18 6D
59 39 18 38 69 63 BB 9B B8 AA CE 75 8E AB 95 76
F4 19 6D 14 3A 1B 1F 4C 9C 40 1E 95 A4 CD 74 AB
5B 6B 89 6D 1E DF 53 3E 1A 38 6C 69 BC 98 91 A8
E5 34 E7 C5 E4 4C D7 48 2C 79 7F 7E 51 CB 0A D0
F5 B1 DA ED BF 60 43 7C 81 12 EA 9F BB D4 3A CA
4F 86 55 75 73 9C ED 50 EA AB 95 76 F7 9B 66 5A
39 1A 3B BD 63 2C 90 92 A4 CD 74 8E A8 94 EF AD
10 6E 47 3A 19 27 BF 75 BF 98 8F A6 C9 77 98 A8
97 69 F7 1F 6F 57 3A 19 26 BF 66 77 9B 9F A6 CE
6A 8E AD 75 76 73 10 6E 5B 3A 19 26 BF 60 A0 9B
94 36 CC 70 4C A9 12 7D F4 19 6D 5D 3A 8B 33 BC
61 BF 9F 9D A8 DF A7 6B 42 67 8F 1F F2 4D AB CA
FF D2 85 43 F1 F4 FF C3 C9 75 8A 98 91 E6 F6 1F
75 C8 31 19 3A BF 67 B4 95 91 A2 CD 71 C6 AD 04
77 F3 03 F4 52 39 18 38 BB 62 BB 9B 95 C6 C8 E5
8F AD DB 77 75 10 6E 5B 3A 1E 3A B1 67 EF F7 F0
DF C9 75 8A A8 90 3D F3 03 EF 52 39 18 38 BB 60
B1 9E C1 C7 B8 06 EB AC DF 72 F7 1F 26 5D 22 98
33 BC 61 BF 9F 95 A8 CB 27 EB DB E1 1B 92 1E FB
59 3E 1A 3C F4 67 A7 19 9A A5 CF 75 8A AD 9A 72
A4 6F 02 29 3F FB 38 BB 63 BB D0 95 BE 4F 7E 8D
AA 94 72 F1 15 69 09 48 7F 4E BB 63 BB 83 95 ED
C9 6D 0C A3 97 74 F7 1F 6A 57 3E 54 5D C7 17 BB
D0 95 BE C9 3E 8A B0 17 7D F4 19 6D 5D 32 14 3E
ED 06 CF FE F0 D2 C8 E3 8E AC 8C 72 93 1F 75 DA
31 19 3A BF 67 B6 95 97 F4 AC 1B EA C7 F9 73 0D
1B 69 41 3E 7E 3C A7 E1 B4 98 93 A6 C9 7F 80 AD
D7 1A 98 68 08 5C 16 1B 3C BF 67 DB 9F 89 F7 CD
A3 8E AC 94 C6 FD 1F 16 14 3A 1B 00 4E 9C 40 2B
9B A2 B6 38 8E A9 F1 87 08 E4 6C 59 3E 1A 3A
end
87F1:  not is_player_performing_wheelie 
hex
BF 62 C4 6A 6E 59 1B 75 8A A8 13 7D F4 19 6D 14
3A 1B 7B 4E 9C 40 1D 9A A5 CF 75 8A A8 C9 7D F3
1B 6F 59 3B 22 C9 40 9C 39 90 92 A4 CD 71 8F F5
9F 72 F6 4A 6D 8F 3A 1E 3A 63 69 B1 9E FC D3 BE
1C ED E4 1F 72 08 3A E6 14 3A 1B 89 4F 9C 40 63
9B A8 C0 07 EB C4 FB 17 93 3B 1D 35 5B 63 5D CD
62 51 37 CD A6 CD BC 84 AB 94 76 3E 11 6E 5A 3A
BE 33 BC 61 BF 9D 91 A5 D2 75 8A A9 9A 7A F4 1F
6D 5A 25 1A 3B A1 63 11 91 92 B8 CD 7F 8E AB 8B
76 F3 1A 70 59 39 05 38 BC 62 BF D6 91 A7 22 85
71 57 5D 7C F4 1F 6D 90 30 19 21 BF F1 B5 95 96
C7 A4 18 FE 86 F7 05 F7 55 6D 08 3A 0D 34 BC 63
BF 98 90 A6 C3 75 8D A9 94 72 F3 41 6D 5A 3A 1A
3B BE 63 AE 97 92 A6 CD 71 8E AC 95 C4 FD 1F 6D
59 A5 10 3B 9F 63 B5 9B 92 86 CD 71 9E 25 9E 75
D7 1B 69 5D 3E 1A 3B 9F 63 DD 9B 92 86 CD 76 8E
A8 33 7C F6 3B 21 1F 3A 1E 39 BB 62 BC BB 91 A5
EC 75 8E F2 94 75 D7 1B 6E 59 3A 10 38 BC 42 BF
9F 81 2A C7 76 AF A8 90 72 F4 3B 6D 5D 3A 10 38
BC 42 BF 9F BD A0 CD 76 AE A8 90 76 7B 11 6E 78
3A 1E 3C B7 62 BF BB 91 B8 CD 71 8E A2 94 75 D6
1B 69 5D 30 1A 3B 9F 63 BB 9A 88 A6 CE 55 8E AC
8A 3B F7 1A 42 A9 C5 E5 8A B5 67 BF 9B 94 76 F7
1B 6D 59 3A 1A 38 BF 63 BF 9B 91 A6 CD 75 8E A8
4D 9E 53 AE DC 81 32 B0 34 9D B7 DA CB DB 32 0C
8F C3 1B AD D8 9F A5 F3 9B DD 18 C1 0F 6F 43 C1
17 6F 47 79 88 10 89 43 4B D4 41 48 4B 4B 41 4B
48 4B 4B 4F 5B C6 41 48 4B 4B 4F 4F 4F 4B 48 4A
4B CE 4B 48 41 4B 48 4A 4B 45 4B 48 41 4B 4D 58
A5 B4 B4 CE 4B 48 4B 4B 48 4A 4B 45 4B 48 4B 4B
4D 09 B5 B4 B4 45 4B 48 4A 4B 4D 0B A5 B4 B4 4D
4B 48 49 4B 4F 4B 4D 4B 48 4F 4B 4D 58 4B 4B 4B
CE 4B 48 48 4B 48 49 4B 39 4B 48 48 4B 48 4F 4B
21 4B 48 48 4B 48 4F 4B CE 4B 48 4E 4B 48 49 4B
29 4B 48 4E 4B 48 48 4B 11 4B 48 4E 4B 48 4A 4B
C6 41 48 4E 4B 4F 4A 4F 4B 48 4E 4B CE 4B 48 4D
4B 48 4B 4B 11 4B 48 4D 4B 48 49 4B C6 41 48 4D
4B 4F 4A 4F 4B 48 4C 4B EC 41 48 41 4B 4F 49 4F
4B 48 4E 4B 48 4C 4B 48 43 4B 4B C7 41 48 4D 4B
4F 4A 48 43 4B 4F 4B 41 4B 48 49 4B 4F 4A 9D 4B
4F 4B 52 4B 48 49 4B 4D 4A 5B 4B 4B 06 4B 4D E6
A6 B4 B4 D4 41 48 4B 4B 41 4B 48 4B 4B 4F 5B C6
41 48 4B 4B 4F 4F 4F 4B 48 4A 4B CE 4B 48 49 4B
48 4A 4B CE 4B 48 48 4B 48 4A 4B 45 4B 48 4A 4B
4D 4B 4B 4B 4B 45 4B 48 49 4B 4D 0B A5 B4 B4 45
4B 48 48 4B 4D F0 A0 B4 B4 FA 41 4D B6 A0 B4 B4
4F 49 48 4A 4B 4D F5 4A 4B 4B 4B FA 41 4D B6 A0
B4 B4 4F 49 48 49 4B 4D 6D 4A 4B 4B 4B FA 41 4D
B6 A0 B4 B4 4F 49 48 48 4B 4D 79 4B 4B 4B 4B D4
41 48 54 4B 41 4B 48 54 4B 4F 77 4D 4B 48 6B 4B
4F 4B C6 41 48 55 4B 4F 4F 4F 4B 48 6A 4B C7 41
48 54 4B 4F 4F 48 6A 4B 4F 4B 41 4B 48 54 4B 4F
4F 41 4B 48 55 4B 4F 4F 41 4B 48 6B 4B 4F 4A 9D
4B 4F 4B 62 4B 48 6B 4B 4F 55 06 4B 4D C0 A7 B4
B4 4D 4B 48 55 4B 4F 4B 4D 4B 48 54 4B 4F 4B D4
41 48 6B 4B 41 4B 48 6B 4B 4F 5B C6 41 48 6B 4B
4F 4F 4F 4B 48 6A 4B 41 4B 48 6A 4B 4D F5 4A 4B
4B C7 41 48 6B 4B 4F 4F 48 6A 4B 4F 4B 41 4B 48
6B 4B 4F 4F C7 41 48 6B 4B 4F 4F 48 6A 4B 4F 4B
9D 4B 4F 4B 52 4B 48 4A 4B 4F 4B 06 4B 4D 8B A0
B4 B4 42 49 4F 4B 4E 4B 4A 48 49 4B C7 41 48 4B
4B 4F 4A 48 49 4B 4F 4B 41 4B 48 4B 4B 4F 4A 45
4B 48 4A 4B 4F 4A 49 4B 4D B6 A0 B4 B4 F9 41 4F
4B 4B 5A 07 50 07 E7 04 E9 03 F8 09 99 02 A5 04
AD 03 41 0A E2 03 51 01 DA 00 F0 04 F4 08 EA 06
94 00 2F 09 0C 03 F3 03 89 04 C9
end
092F: camera_persist_track 
hex
0A 94 0A 16 04 98 07 D9 02
 

TheMonstercat

Известный
75
11
Hey i made this to make a 3D-Box around Players Head but somehow it Crash if i press "m"

With "$PLAYER_ACTOR" it works but then i changed it to "1@" to make it for other players...
Код:
{$CLEO .cs}
0000:
 
0@ = FALSE
 
WHILE TRUE
    WAIT 0
    IF
    0ADC: TYPING "M"   
    THEN
        IF
        0@ == FALSE
        THEN
            0@ = TRUE
            018C: play_sound 1083 at 0.0 0.0 0.0
        ELSE
            0@ = FALSE
            018C: play_sound 1084 at 0.0 0.0 0.0
            0A92: RESTART "ESP.cs"
            004E: STOP THIS CLEO
        END
        WAIT 350
    END
    IF
    0@ == TRUE
    THEN
        FOR 0@ = 0 TO 1000
            IF
            0B23:  samp is_player_connected 0@
            THEN
                IF
                0B20: samp 1@ = actor_handle_by_samp_player_id 0@
                THEN
                    IF
                    02CB:  actor 1@ bounding_sphere_visible
                    THEN       
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(1@)
                    4@ += 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 8@ 9@
                   
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(1@)
                    4@ -= 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 10@ 11@
           
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(1@)
                    4@ += 70.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@ 
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 12@ 13@
                   
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(1@)
                    4@ -= 70.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@ 
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 14@ 15@
                   
                   
                   
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.30
                    4@ = Actor.Angle(1@)
                    4@ += 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 16@ 17@
                   
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.30
                    4@ = Actor.Angle(1@)
                    4@ -= 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 18@ 19@
                   
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.30
                    4@ = Actor.Angle(1@)
                    4@ += 70.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 20@ 21@
                   
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.30
                    4@ = Actor.Angle(1@)
                    4@ -= 70.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@       
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 22@ 23@
                   
                   
                   
                    //////////////////////////////////////////////////////////////////////////////       
                    0B68: render draw_line_point1 8@ 9@  point2 10@ 11@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 10@ 11@ point2 12@ 13@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 12@ 13@ point2 14@ 15@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 14@ 15@ point2 8@ 9@  width 1 color 0xFFFFFFFF
                    //////////////////////////////////////////////////////////////////////////////
                    0B68: render draw_line_point1 8@ 9@  point2 16@ 17@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 10@ 11@ point2 18@ 19@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 12@ 13@ point2 20@ 21@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 14@ 15@ point2 22@ 23@ width 1 color 0xFFFFFFFF       
                    //////////////////////////////////////////////////////////////////////////////
                    0B68: render draw_line_point1 16@ 17@ point2 18@ 19@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 18@ 19@ point2 20@ 21@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 20@ 21@ point2 22@ 23@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 22@ 23@ point2 16@ 17@ width 1 color 0xFFFFFFFF
                    //////////////////////////////////////////////////////////////////////////////
                    END
                END
            END
        END                                               
    END
END
 
:get3DXYZInFrontOf{X,Y,Z,ZA,YA,Distance}
{ 
    Return:
        PosX-InFrontOf
        PosY-InFrontOf
        PosZ-InFrontOf
     
    Example: 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 5@  Distance 7.0 Return_XYZ_To 6@ 7@ 8@
 
}
3@ *= -1.0
02F6: 6@ = sine 3@
006B: 6@ *= 5@
005B: 0@ += 6@
02F7: 6@ = cosine 3@
006B: 6@ *= 5@
005B: 1@ += 6@
02F7: 6@ = cosine 4@
0073: 5@ /= 6@
02F6: 6@ = sine 4@
006B: 5@ *= 6@
005B: 2@ += 5@
0AB2: ret 3 0@ 1@ 2@
 
 
//0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 6 _STORE_TO 1@ 2@ 3@  // HEAD   
:GET_BONE_POS
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0 // X offset
2@ = 0.0 // Y offset {THX TO: WESSER}
3@ = 0.0 // Z offset
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 0x5E01C0 struct 0@ num_params 3 pop 0 bIncludeAnim 1 iBoneID 15@ vOffset 4@ // CPed__getBonePositionWithOffset
0AB2: retn 3 1@ 2@ 3@
 

TheMonstercat

Известный
75
11
The Problem is not the Reload. I removed it.

The problem is somewhere in the loop...
To get all Pos. i used : @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR and 4@ = Actor.Angle($PLAYER_ACTOR) but after i changed this to 1@ it Crash
 

itsLegend

Фонд борьбы за жуков 🐞
Администратор
2,695
1,448
Hm...
1@(player handle) overwritten with code
0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
Код:
0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(1@)
                    4@ += 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 8@ 9@
Or something I don't understand?
 

TheMonstercat

Известный
75
11
Emmm i hope you understand what i mean ^^ My ENG is shit xD

Okay here i have my working Test script where i started to get the Pos. and everything else...
Picture: http://puu.sh/c74OC/79d2b9ed83.png

Код:
{$CLEO .cs}
0000:
 
0@ = FALSE
 
WHILE TRUE
    WAIT 0
    IF
    0ADC: TYPING "M" 
    THEN
        IF
        0@ == FALSE
        THEN
            0@ = TRUE
            018C: play_sound 1083 at 0.0 0.0 0.0
        ELSE
            0@ = FALSE
            018C: play_sound 1084 at 0.0 0.0 0.0
        END
        WAIT 350
    END
    IF
    0@ == TRUE
    THEN   
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.05
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ += 30.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 8@ 9@
       
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.05
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ -= 30.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 10@ 11@
       
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.05
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ += 70.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 12@ 13@
       
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.05
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ -= 70.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 14@ 15@
       
       
       
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.30
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ += 30.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 16@ 17@
       
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.30
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ -= 30.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 18@ 19@
       
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.30
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ += 70.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 20@ 21@
       
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.30
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ -= 70.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@     
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 22@ 23@
       
       
       
        //////////////////////////////////////////////////////////////////////////////     
        0B68: render draw_line_point1 8@ 9@  point2 10@ 11@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 10@ 11@ point2 12@ 13@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 12@ 13@ point2 14@ 15@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 14@ 15@ point2 8@ 9@  width 1 color 0xFFFFFFFF
        //////////////////////////////////////////////////////////////////////////////
        0B68: render draw_line_point1 8@ 9@  point2 16@ 17@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 10@ 11@ point2 18@ 19@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 12@ 13@ point2 20@ 21@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 14@ 15@ point2 22@ 23@ width 1 color 0xFFFFFFFF     
        //////////////////////////////////////////////////////////////////////////////
        0B68: render draw_line_point1 16@ 17@ point2 18@ 19@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 18@ 19@ point2 20@ 21@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 20@ 21@ point2 22@ 23@ width 1 color 0xFFFFFFFF
        0B68: render draw_line_point1 22@ 23@ point2 16@ 17@ width 1 color 0xFFFFFFFF
        //////////////////////////////////////////////////////////////////////////////
    END
END
 
:get3DXYZInFrontOf{X,Y,Z,ZA,YA,Distance}
{   
    Return:
        PosX-InFrontOf
        PosY-InFrontOf
        PosZ-InFrontOf
       
    Example: 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 5@  Distance 7.0 Return_XYZ_To 6@ 7@ 8@
 
}
3@ *= -1.0
02F6: 6@ = sine 3@
006B: 6@ *= 5@
005B: 0@ += 6@
02F7: 6@ = cosine 3@
006B: 6@ *= 5@
005B: 1@ += 6@
02F7: 6@ = cosine 4@
0073: 5@ /= 6@
02F6: 6@ = sine 4@
006B: 5@ *= 6@
005B: 2@ += 5@
0AB2: ret 3 0@ 1@ 2@
 
 
//0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 6 _STORE_TO 1@ 2@ 3@  // HEAD 
:GET_BONE_POS
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0 // X offset
2@ = 0.0 // Y offset {THX TO: WESSER}
3@ = 0.0 // Z offset
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 0x5E01C0 struct 0@ num_params 3 pop 0 bIncludeAnim 1 iBoneID 15@ vOffset 4@ // CPed__getBonePositionWithOffset
0AB2: retn 3 1@ 2@ 3@

Then i tried to make the Box for all Players around me like here: http://puu.sh/c75j1/e9d1b2a9b8.png
But with the Code i Posted in my Last Post i become a Crash and idk why...

I only Added this:
Код:
        FOR 0@ = 0 TO 1000
            IF
            0B23:  samp is_player_connected 0@
            THEN
                IF
                0B20: samp 1@ = actor_handle_by_samp_player_id 0@
                THEN
                    IF
                    02CB:  actor 1@ bounding_sphere_visible
                    THEN

And changed this:
Код:
        0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 4 _STORE_TO 1@ 2@ 3@
        3@ += 0.05
        4@ = Actor.Angle($PLAYER_ACTOR)
        4@ += 30.0
        0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
        0B55: convert_3D_coords 5@ 6@ 7@ to_screen 8@ 9@

To this:
Код:
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(1@)
                    4@ += 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 8@ 9@
 

itsLegend

Фонд борьбы за жуков 🐞
Администратор
2,695
1,448
Before
1@ = PLAYER HANDLE
After 0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 1@ BONE 4 _STORE_TO 1@ 2@ 3@
1@ = X BONE POS

Understand? :)
 

TheMonstercat

Известный
75
11
Ohh sry my bad ^^

Код:
{$CLEO .cs}
0000:
 
0@ = FALSE
 
WHILE TRUE
    WAIT 0
    IF
    0ADC: TYPING "M" 
    THEN
        IF
        0@ == FALSE
        THEN
            0@ = TRUE
            018C: play_sound 1083 at 0.0 0.0 0.0
        ELSE
            0@ = FALSE
            018C: play_sound 1084 at 0.0 0.0 0.0
        END
        WAIT 350
    END
    IF
    0@ == TRUE
    THEN
        FOR 24@ = 0 TO 1000
            IF
            0B23:  samp is_player_connected 24@
            THEN
                IF
                0B20: samp 25@ = actor_handle_by_samp_player_id 24@
                THEN
                    IF
                    02CB:  actor 24@ bounding_sphere_visible
                    THEN     
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 24@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(24@)
                    4@ += 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 8@ 9@
                 
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 24@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(24@)
                    4@ -= 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 10@ 11@
         
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 24@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(24@)
                    4@ += 70.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 12@ 13@
                 
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 24@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.05
                    4@ = Actor.Angle(24@)
                    4@ -= 70.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 14@ 15@
                 
                 
                 
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 24@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.30
                    4@ = Actor.Angle(24@)
                    4@ += 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 16@ 17@
                 
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 24@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.30
                    4@ = Actor.Angle(24@)
                    4@ -= 30.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance 0.20 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 18@ 19@
                 
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 24@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.30
                    4@ = Actor.Angle(24@)
                    4@ += 70.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 20@ 21@
                 
                    0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR 24@ BONE 4 _STORE_TO 1@ 2@ 3@
                    3@ += 0.30
                    4@ = Actor.Angle(24@)
                    4@ -= 70.0
                    0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 0.0 Distance -0.10 Return_XYZ_To 5@ 6@ 7@     
                    0B55: convert_3D_coords 5@ 6@ 7@ to_screen 22@ 23@
                 
                 
                 
                    //////////////////////////////////////////////////////////////////////////////     
                    0B68: render draw_line_point1 8@ 9@  point2 10@ 11@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 10@ 11@ point2 12@ 13@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 12@ 13@ point2 14@ 15@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 14@ 15@ point2 8@ 9@  width 1 color 0xFFFFFFFF
                    //////////////////////////////////////////////////////////////////////////////
                    0B68: render draw_line_point1 8@ 9@  point2 16@ 17@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 10@ 11@ point2 18@ 19@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 12@ 13@ point2 20@ 21@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 14@ 15@ point2 22@ 23@ width 1 color 0xFFFFFFFF     
                    //////////////////////////////////////////////////////////////////////////////
                    0B68: render draw_line_point1 16@ 17@ point2 18@ 19@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 18@ 19@ point2 20@ 21@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 20@ 21@ point2 22@ 23@ width 1 color 0xFFFFFFFF
                    0B68: render draw_line_point1 22@ 23@ point2 16@ 17@ width 1 color 0xFFFFFFFF
                    //////////////////////////////////////////////////////////////////////////////
                    END
                END
            END
        END                                             
    END
END
 
:get3DXYZInFrontOf{X,Y,Z,ZA,YA,Distance}
{
    Return:
        PosX-InFrontOf
        PosY-InFrontOf
        PosZ-InFrontOf
   
    Example: 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 5@  Distance 7.0 Return_XYZ_To 6@ 7@ 8@
 
}
3@ *= -1.0
02F6: 6@ = sine 3@
006B: 6@ *= 5@
005B: 0@ += 6@
02F7: 6@ = cosine 3@
006B: 6@ *= 5@
005B: 1@ += 6@
02F7: 6@ = cosine 4@
0073: 5@ /= 6@
02F6: 6@ = sine 4@
006B: 5@ *= 6@
005B: 2@ += 5@
0AB2: ret 3 0@ 1@ 2@
 
 
//0AB1: call_scm_func @GET_BONE_POS 2 FROM_ACTOR $PLAYER_ACTOR BONE 6 _STORE_TO 1@ 2@ 3@  // HEAD 
:GET_BONE_POS
0085: 10@ = 0@ // (int)
0085: 15@ = 1@ // (int)
1@ = 0.0 // X offset
2@ = 0.0 // Y offset {THX TO: WESSER}
3@ = 0.0 // Z offset
0A96: 0@ = actor 10@ struct
0AC7: 4@ = var 1@ offset
0AA6: call_method 0x5E01C0 struct 0@ num_params 3 pop 0 bIncludeAnim 1 iBoneID 15@ vOffset 4@ // CPed__getBonePositionWithOffset
0AB2: retn 3 1@ 2@ 3@