T1cKz
Известный
- 596
- 246
actor.driving работает даже тогда когда игрок на пассажирском
весь код кидай
{$CLEO}
0000:
:0
wait 0
samp.Available()
jf @0
log "• reloaded"
0AC8: 6@ = allocate_memory_size 256
0B6D: render 20@ = create_font "Arial" height 8 flags 10
0B34: samp register_client_command "reload" to_label @reload
0C0F: array 30@ element 2@ = 0@
21@ = 83202
const
BS_TYPE_BYTE = 0
BS_TYPE_BOOL = 1
BS_TYPE_SHORT = 2
BS_TYPE_INT = 3
BS_TYPE_FLOAT = 4
BS_TYPE_ARRAY = 5
BS_TYPE_BITSTREAM = 6
end
:1
wait 0
0AB0: key_pressed 90
jf @1
:3
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE3: 3@ = random_object_near_point 0@ 1@ 2@ in_radius 100.0 find_next 1
jf @1
0400: store_coords_to 0@ 1@ 2@ from_object 3@ with_offset 0.0 0.0 0.0
//0B55: convert_3D_coords 0@ 1@ 2@ to_screen 0@ 1@
0B52: samp 9@ = object_id_by_handle 3@
if 9@ == 880
jf @3
0B50: samp 17@ = object_handle_by_id 9@
0984: 15@ = object 3@ model
jf @3
//0AD3: 6@ = format "%i || %i || %i" 15@ 9@ 3@
//0B6F: render font 20@ draw_text 6@ pos 0@ 1@ color 0xFFFFFFFF
call @bulldata 2 type 3 hitid 17@
jump @3
:reload
0A92: create_custom_thread "trigger.cs"
0A93: end_custom_thread
0B43: samp cmd_ret
:bulldata
0AC8: 5@ = allocate_memory_size 39
0C0D: struct 5@ offset 0 size 1 = 3 //Type
0C0D: struct 5@ offset 1 size 2 = 17@ //Target
Actor.StorePos($PLAYER_ACTOR, 10@ 11@ 12@)
0C0D: struct 5@ offset 3 size 4 = 10@
0C0D: struct 5@ offset 7 size 4 = 11@
0C0D: struct 5@ offset 11 size 4 = 12@
object.StorePos(17@, 10@, 11@, 12@)
0C0D: struct 5@ offset 15 size 4 = 10@
0C0D: struct 5@ offset 19 size 4 = 12@
0C0D: struct 5@ offset 23 size 4 = 11@
0C0D: struct 5@ offset 27 size 4 = 0.0
0C0D: struct 5@ offset 31 size 4 = 0.0
0C0D: struct 5@ offset 35 size 4 = 0.0
0470: 20@ = actor $PLAYER_ACTOR current_weapon
0C0D: struct 5@ offset 39 size 1 = 20@
0BC4: samp send_bullet_data 5@
0AC9: free_allocated_memory 5@
0AB2: ret 0
0000:
:0
wait 0
samp.Available()
jf @0
log "• reloaded"
0AC8: 6@ = allocate_memory_size 256
0B6D: render 20@ = create_font "Arial" height 8 flags 10
0B34: samp register_client_command "reload" to_label @reload
0C0F: array 30@ element 2@ = 0@
21@ = 83202
const
BS_TYPE_BYTE = 0
BS_TYPE_BOOL = 1
BS_TYPE_SHORT = 2
BS_TYPE_INT = 3
BS_TYPE_FLOAT = 4
BS_TYPE_ARRAY = 5
BS_TYPE_BITSTREAM = 6
end
:1
wait 0
0AB0: key_pressed 90
jf @1
:3
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE3: 3@ = random_object_near_point 0@ 1@ 2@ in_radius 100.0 find_next 1
jf @1
0400: store_coords_to 0@ 1@ 2@ from_object 3@ with_offset 0.0 0.0 0.0
//0B55: convert_3D_coords 0@ 1@ 2@ to_screen 0@ 1@
0B52: samp 9@ = object_id_by_handle 3@
if 9@ == 880
jf @3
0B50: samp 17@ = object_handle_by_id 9@
0984: 15@ = object 3@ model
jf @3
//0AD3: 6@ = format "%i || %i || %i" 15@ 9@ 3@
//0B6F: render font 20@ draw_text 6@ pos 0@ 1@ color 0xFFFFFFFF
call @bulldata 2 type 3 hitid 17@
jump @3
:reload
0A92: create_custom_thread "trigger.cs"
0A93: end_custom_thread
0B43: samp cmd_ret
:bulldata
0AC8: 5@ = allocate_memory_size 39
0C0D: struct 5@ offset 0 size 1 = 3 //Type
0C0D: struct 5@ offset 1 size 2 = 17@ //Target
Actor.StorePos($PLAYER_ACTOR, 10@ 11@ 12@)
0C0D: struct 5@ offset 3 size 4 = 10@
0C0D: struct 5@ offset 7 size 4 = 11@
0C0D: struct 5@ offset 11 size 4 = 12@
object.StorePos(17@, 10@, 11@, 12@)
0C0D: struct 5@ offset 15 size 4 = 10@
0C0D: struct 5@ offset 19 size 4 = 12@
0C0D: struct 5@ offset 23 size 4 = 11@
0C0D: struct 5@ offset 27 size 4 = 0.0
0C0D: struct 5@ offset 31 size 4 = 0.0
0C0D: struct 5@ offset 35 size 4 = 0.0
0470: 20@ = actor $PLAYER_ACTOR current_weapon
0C0D: struct 5@ offset 39 size 1 = 20@
0BC4: samp send_bullet_data 5@
0AC9: free_allocated_memory 5@
0AB2: ret 0