// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread "PIZDARVOWKA"
if
0@ = SAMP.Base()
else_jump @PIZDARVOWKA_33
0A93: end_custom_thread
:PIZDARVOWKA_33
wait 400
SAMP.Available
else_jump @PIZDARVOWKA_33
:PIZDARVOWKA_47
wait 0
SAMP.IsLocalPlayerSpawned
else_jump @PIZDARVOWKA_47
chatmsg "PIZDARVOWKA LOADED! AUTHOR: ROMELO" 16750848
chatmsg "ACTIVATION: P+I | vk.com/romelonazarov" 10027263
:PIZDARVOWKA_152
wait 0
if and
key_down 73
key_down 80
else_jump @PIZDARVOWKA_152
if
Actor.Driving($PLAYER_ACTOR)
else_jump @PIZDARVOWKA_198
jump @PIZDARVOWKA_152
:PIZDARVOWKA_198
wait 0
gosub @PIZDARVOWKA_625
wait 0
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:PIZDARVOWKA_253
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @PIZDARVOWKA_588
005A: 31@ += 30@ // (int)
if and
056D: actor 31@ defined
803C: not $PLAYER_ACTOR == 31@ // (int)
not Actor.Dead(31@)
Actor.Driving(31@)
else_jump @PIZDARVOWKA_588
if
00EC: actor 31@ sphere 0 near_point 1@ 2@ radius 100.0 100.0
else_jump @PIZDARVOWKA_588
10@ = Actor.CurrentCar(31@)
33@ = SAMP.GetSAMPVehicleIDByCarHandle(10@)
SAMP.SendEnterVehicle(33@, 0)
wait 300
call @PIZDARVOWKA_1309 1 10@
wait 300
Car.Health(10@) = 100
wait 190
07D5: set_car 10@ velocity_in_direction_XYZ 0.7 0.7 1.0 rotation_velocitiesXY 0.0 0.0 unk 0.0
07DA: set_car 10@ rotation_velocity_XYZ 10.0 10.0 10.0 through_center_of_body
07DB: set_car 10@ rotation_velocity_XYZ 10.0 10.0 10.0 through_center_of_mass
wait 70
SAMP.SendExitVehicle(33@)
wait 3
0A96: 31@ = actor $PLAYER_ACTOR struct
31@ += 1328
0A8C: write_memory 31@ size 4 value 1 virtual_protect 0
0687: clear_actor $PLAYER_ACTOR task
wait 70
018C: play_sound 1052 at 0.0 0.0 0.0
wait 1000
jump @PIZDARVOWKA_152
:PIZDARVOWKA_588
30@ += 256
30@ > 35584
else_jump @PIZDARVOWKA_253
wait 350
jump @PIZDARVOWKA_152
:PIZDARVOWKA_625
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:PIZDARVOWKA_665
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @PIZDARVOWKA_973
005A: 31@ += 30@ // (int)
if and
056D: actor 31@ defined
803C: not $PLAYER_ACTOR == 31@ // (int)
not Actor.Dead(31@)
Actor.Driving(31@)
else_jump @PIZDARVOWKA_973
if
02CB: actor 31@ bounding_sphere_visible
else_jump @PIZDARVOWKA_973
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
if
00EC: actor 31@ sphere 0 near_point 1@ 2@ radius 100.0 100.0
else_jump @PIZDARVOWKA_898
Actor.StorePos(31@, 9@, 10@, 11@)
11@ += 3.0
0087: 12@ = 6@ // (float)
12@ *= 0.05
005B: 11@ += 12@ // (float)
call @PIZDARVOWKA_1000 3 9@ 10@ 11@ 7@ 8@
jump @PIZDARVOWKA_973
:PIZDARVOWKA_898
Actor.StorePos(31@, 9@, 10@, 11@)
11@ += 3.0
0087: 12@ = 6@ // (float)
12@ *= 0.05
005B: 11@ += 12@ // (float)
call @PIZDARVOWKA_1000 3 9@ 10@ 11@ 7@ 8@
:PIZDARVOWKA_973
30@ += 256
30@ > 35584
else_jump @PIZDARVOWKA_665
return
:PIZDARVOWKA_1000
call @PIZDARVOWKA_1228 1 0 12@
call @PIZDARVOWKA_1228 1 3 13@
call @PIZDARVOWKA_1228 1 6 14@
call @PIZDARVOWKA_1228 1 9 15@
0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@
call @PIZDARVOWKA_1121 2 3@ 4@ 3@ 4@
ret 2 3@ 4@
:PIZDARVOWKA_1121
2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
ret 2 0@ 1@
:PIZDARVOWKA_1228
0A9F: 1@ = current_thread_pointer
0@ *= 4
0A8E: 2@ = 1@ + 220 // int
if
2@ == 1
else_jump @PIZDARVOWKA_1286
0@ += 10783072
jump @PIZDARVOWKA_1301
:PIZDARVOWKA_1286
005A: 0@ += 1@ // (int)
0@ += 60
:PIZDARVOWKA_1301
ret 1 0@
:PIZDARVOWKA_1309
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0A97: 2@ = car 0@ struct
0A96: 3@ = actor $PLAYER_ACTOR struct
3@ += 1328
0A8C: write_memory 3@ size 4 value 50 virtual_protect 0
0A96: 3@ = actor $PLAYER_ACTOR struct
3@ += 1420
0A8C: write_memory 3@ size 4 value 2@ virtual_protect 0
ret 0