Помощь в изменении скриптов

FYP

Известный
Автор темы
Администратор
1,758
5,732
Здесь вы можете попросить других пользователей внести какие-то небольшие изменения в скрипт, например, изменить активацию.
Для вопросов по программированию и разработке на форуме есть отдельная категория Разработка.

Рекомендации:
  1. Не просите о редактировании .asi, .sf, .luac, .dll, .exe и прочих файлов, не поддающихся простой декомпиляции. Скрипты формата .ahk (AutoHotKey), .lua (Lua/MoonLoader) и .cs (CLEO) легко поддаются изменению.
  2. Сообщения по типу "спасибо, помог" по правилам форума считаются флудом и скорее всего будут удалены. Если вам помогли, вы можете нажать кнопку Мне нравится под ответом - это даст понять, что ответ верный.
  3. За злонамеренное распространение вредоносного ПО - перманентный бан. Имейте это в виду.
Удаление копирайтов является нарушением авторских прав, если автор не дал на это своего разрешения. Правила BlastHack запрещают нарушать авторские права, поэтому если вам нужно их убрать - обращайтесь к автору.
 
Последнее редактирование:

jacklev

Новичок
90
9
помогите изменить на метле активацию! не могу найти где там вообще она прописана, мне бы просто на кнопку, на одну, на нум8, например.

CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'MOP'

:MOP_11
wait 0
0A8D: 0@ = read_memory 9867535 size 4 virtual_protect 0
if and
  0@ >= 1297043456
  1297043711 >= 0@
else_jump @MOP_11
0A8C: write_memory 9867536 size 4 value 1297043456 virtual_protect 0
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Driving($PLAYER_ACTOR)
else_jump @MOP_11
03E5: show_text_box 'CHEAT1'  // Cheat activated
0960: enable_player $PLAYER_CHAR stats_box 0
Model.Load(1247)
Model.Load(1582)
Model.Load(1559)
Model.Load(2712)
038B: load_requested_models

:MOP_137
wait 0
if and
   Model.Available(1247)
   Model.Available(1582)
   Model.Available(1559)
   Model.Available(2712)
else_jump @MOP_137
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.0
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 1, 1, 0)
if
02D8:   actor $PLAYER_ACTOR current_weapon == 27
else_jump @MOP_358
0@ = Object.Create(#SHOTGSPA, 7@, 8@, 9@)
1@ = Object.Create(#SHOTGSPA, 7@, 8@, 9@)
069B: attach_object 0@ to_actor $PLAYER_ACTOR with_offset -0.1 0.35 0.2 rotation 7.5 95.0 -90.0
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset -0.1 0.35 0.2 rotation 7.5 95.0 -90.0
0750: set_object 1@ visibility 0
jump @MOP_468

:MOP_358
0@ = Object.Create(2712, 7@, 8@, 9@)
1@ = Object.Create(2712, 7@, 8@, 9@)
069B: attach_object 0@ to_actor $PLAYER_ACTOR with_offset -0.1 0.5 0.15 rotation 5.0 -30.0 -90.0
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.175 0.425 0.175 rotation 2.0 152.5 -120.0

:MOP_468
08D2: object 0@ scale_model 1.5
08D2: object 1@ scale_model -1.5
Object.CollisionDetection(0@) = False
Object.CollisionDetection(1@) = False
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
2@ = Actor.Angle($PLAYER_ACTOR)
3@ = -52.5
10@ = 0.0
32@ = 0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_SIT_PRO" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB

:MOP_609
wait 0
005A: 21@ += 32@ // (int)
005A: 22@ += 32@ // (int)
005A: 23@ += 32@ // (int)
0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_SIT_PRO" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
if and
00E1:   player 0 pressed_key 18
88B7:   not test 11@ bit 1
else_jump @MOP_1115
if
88B7:   not test 11@ bit 0
else_jump @MOP_997
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0

:MOP_758
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_822
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)

:MOP_822
15@ += 12
17@ += 1
  17@ > 15
else_jump @MOP_758
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0

:MOP_891
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_955
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)

:MOP_955
15@ += 8
17@ += 1
  17@ > 95
else_jump @MOP_891
08BD: set 11@ bit 0
jump @MOP_1059

:MOP_997
if
88B7:   not test 11@ bit 2
else_jump @MOP_1052
7@ = 0

:MOP_1022
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
  7@ > 1
else_jump @MOP_1022

:MOP_1052
08C3: clear 11@ bit 0

:MOP_1059
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
08C3: clear 11@ bit 2
08C3: clear 11@ bit 3
08BD: set 11@ bit 1

:MOP_1115
if and
80E1:   not player 0 pressed_key 18
08B7:   test 11@ bit 1
else_jump @MOP_1146
08C3: clear 11@ bit 1

:MOP_1146
0494: get_joystick 0 direction_offset_to 7@ 8@ 9@ 9@
008D: 9@ = integer 32@ to_float
008D: 7@ = integer 7@ to_float
008D: 8@ = integer 8@ to_float
9@ /= 2560.0
7@ *= -1.0
006B: 7@ *= 9@ // (float)
006B: 8@ *= 9@ // (float)
005B: 2@ += 7@ // (float)
005B: 3@ += 8@ // (float)
9@ *= 64.0
if
00E1:   player 0 pressed_key 16
else_jump @MOP_1273
005B: 10@ += 9@ // (float)

:MOP_1273
if
00E1:   player 0 pressed_key 14
else_jump @MOP_1298
0063: 10@ -= 9@ // (float)

:MOP_1298
if
  10@ > 50.0
else_jump @MOP_1329
10@ = 50.0

:MOP_1329
if
  0.0 > 10@
else_jump @MOP_1360
10@ = 0.0

:MOP_1360
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 10.0 15.0
06A9: AS_actor $PLAYER_ACTOR look_at_point 7@ 8@ 9@ 999999 ms
Actor.Angle($PLAYER_ACTOR) = 2@
083E: set_actor $PLAYER_ACTOR rotation 3@ 0.0 2@ while_in_air
0086: 8@ = 10@ // (float)
0086: 9@ = 10@ // (float)
8@ *= 0.5
9@ *= 0.75
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8@ 9@
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0086: 5@ = 10@ // (float)
0086: 6@ = 10@ // (float)
5@ *= 0.02
6@ *= 0.03
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
02CE: 5@ = ground_z_at 4@ 5@ 6@
0063: 5@ -= 6@ // (float)
5@ += 1.25
5@ *= 8.0
if
0025:   5@ > 9@ // (float)
else_jump @MOP_1676
0086: 9@ = 5@ // (float)

:MOP_1676
9@ += 0.8
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@
if and
  4@ == 0.0
  5@ == 0.0
  6@ == 0.0
else_jump @MOP_1768
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
jump @MOP_1782

:MOP_1768
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 7@ 8@ 9@

:MOP_1782
if
  23@ >= 200
else_jump @MOP_2114
0086: 4@ = 10@ // (float)
4@ += 25.0
4@ *= 0.25
0086: 6@ = 10@ // (float)
6@ += 25.0
6@ *= 0.01
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
02CE: 5@ = ground_z_at 7@ 8@ 9@
0063: 5@ -= 9@ // (float)
5@ += -1.5
5@ *= 0.05
5@ += 0.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
17@ = 0.0
if
  5@ > 0.0
else_jump @MOP_2107

:MOP_1993
  360.0 > 17@
else_jump @MOP_2107
02F6: 15@ = sine 17@ // (float)
02F7: 16@ = cosine 17@ // (float)
006B: 15@ *= 4@ // (float)
006B: 16@ *= 4@ // (float)
095C: create_smoke_at 7@ 8@ 9@ velocity 15@ 16@ 0.0 RGBA 1.0 1.0 1.0 5@ size 6@ last_factor 0.035
17@ += 30.0
jump @MOP_1993

:MOP_2107
23@ = 0

:MOP_2114
0086: 15@ = 10@ // (float)
15@ += -30.0
if
  15@ > 10.0
else_jump @MOP_2163
15@ = 10.0

:MOP_2163
if
  0.0 > 15@
else_jump @MOP_2194
15@ = 0.0

:MOP_2194
15@ *= 9.0
02F6: 12@ = sine 15@ // (float)
02F7: 13@ = cosine 15@ // (float)
0086: 8@ = 10@ // (float)
0086: 9@ = 10@ // (float)
8@ *= 0.02432521
9@ *= 0.03648782
13@ += 0.5
0086: 14@ = 13@ // (float)
13@ *= 0.4865043
14@ *= 0.7297564
005B: 13@ += 8@ // (float)
005B: 14@ += 9@ // (float)
if
88B7:   not test 11@ bit 0
else_jump @MOP_5286
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 255 128
12@ *= -1.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 255 128
12@ *= -1.0
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0

:MOP_2493
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_3033
15@ += 8
0A8D: 9@ = read_memory 15@ size 4 virtual_protect 0
0093: 8@ = integer 32@ to_float
8@ /= 10.0
005B: 9@ += 8@ // (float)
0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
15@ += -8
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 9@
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
Object.Throw(16@, 7@, 8@, 9@)
if
04DA:   has_object 16@ collided
else_jump @MOP_3033
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 0.0
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 1.0 0.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 1.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 3.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset -1.0 0.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 -1.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
0565: create_soundless_explosion_at 7@ 8@ 9@ type 12

:MOP_3033
15@ += 12
17@ += 1
  17@ > 15
else_jump @MOP_2493
if and
00E1:   player 0 pressed_key 4
88B7:   not test 11@ bit 2
else_jump @MOP_3092
08BD: set 11@ bit 2

:MOP_3092
if
08B7:   test 11@ bit 2
else_jump @MOP_4000
if
  21@ >= 250
else_jump @MOP_4000
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
005A: 15@ += 18@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
9@ -= 25.0
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_3274
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)

:MOP_3274
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1559, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
if
  12@ > 0.5
else_jump @MOP_3375
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@ rotation -35.0 0.0 0.0
jump @MOP_3409

:MOP_3375
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 0.5 13@ 14@ rotation -35.0 0.0 0.0

:MOP_3409
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 180.0 0.0 0.0
Object.CollisionDetection(16@) = True
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
0908: set_object 16@ turn_mass_to 100000.0 // float
08D2: object 17@ scale_model 0.5
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
12@ *= -1.0
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_3649
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)

:MOP_3649
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1559, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
if
  -0.5 > 12@
else_jump @MOP_3750
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@ rotation -35.0 0.0 0.0
jump @MOP_3784

:MOP_3750
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset -0.5 13@ 14@ rotation -35.0 0.0 0.0

:MOP_3784
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 180.0 0.0 0.0
Object.CollisionDetection(16@) = True
Object.CollisionDetection(17@) = False
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
0908: set_object 16@ turn_mass_to 100000.0 // float
08D2: object 17@ scale_model 0.5
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
12@ *= -1.0
18@ += 24
if
  18@ == 192
else_jump @MOP_3993
18@ = 0

:MOP_3993
21@ = 0

:MOP_4000
if and
80E1:   not player 0 pressed_key 4
08B7:   test 11@ bit 2
else_jump @MOP_4031
08C3: clear 11@ bit 2

:MOP_4031
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0

:MOP_4072
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_4506
if
04DA:   has_object 16@ collided
else_jump @MOP_4506
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 0.0
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 2.5 0.0 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 2.5 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 2.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset -2.5 0.0 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 -2.5 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 -2.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
0565: create_soundless_explosion_at 7@ 8@ 9@ type 12

:MOP_4506
15@ += 8
17@ += 1
  17@ > 95
else_jump @MOP_4072
if and
00E1:   player 0 pressed_key 17
88B7:   not test 11@ bit 3
else_jump @MOP_4565
08BD: set 11@ bit 3

:MOP_4565
if
08B7:   test 11@ bit 3
else_jump @MOP_5248
if
  22@ >= 35
else_jump @MOP_5248
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
005A: 15@ += 19@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
9@ -= 25.0
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_4746
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)

:MOP_4746
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1247, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
0208: 4@ = random_float_in_ranges -1.0 1.0
0208: 5@ = random_float_in_ranges -2.4 -0.4
0208: 6@ = random_float_in_ranges -3.6 -1.6
0208: 7@ = random_float_in_ranges -20.0 -50.0
0208: 8@ = random_float_in_ranges -15.0 15.0
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 4@ 5@ 6@ rotation 7@ 8@ 0.0
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 90.0 0.0 0.0
Object.CollisionDetection(16@) = True
Object.CollisionDetection(17@) = False
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
08D2: object 17@ scale_model 1.5
0086: 9@ = 10@ // (float)
9@ *= 0.5
9@ += -50.0
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 9@
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
Object.Throw(16@, 7@, 8@, 9@)
0208: 7@ = random_float_in_ranges -25.0 25.0
0208: 8@ = random_float_in_ranges -25.0 25.0
0208: 9@ = random_float_in_ranges -25.0 25.0
05A2: set_object 16@ rotation_velocity_about_an_axis 7@ 8@ 9@ through_center_of_mass
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
19@ += 8
if
  19@ == 768
else_jump @MOP_5241
19@ = 0

:MOP_5241
22@ = 0

:MOP_5248
if and
80E1:   not player 0 pressed_key 17
08B7:   test 11@ bit 3
else_jump @MOP_5279
08C3: clear 11@ bit 3

:MOP_5279
jump @MOP_7972

:MOP_5286
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 128 255
12@ *= -1.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 128 255
12@ *= -1.0
if and
00E1:   player 0 pressed_key 4
88B7:   not test 11@ bit 2
else_jump @MOP_5629
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
7@ = 0

:MOP_5470
06D5: 18@(7@,6i) = create_racing_checkpoint_at 4@ 5@ 6@ point_to 4@ 5@ 6@ type 3 radius 0.05
8@ = 13103452

:MOP_5514
0A8D: 9@ = read_memory 8@ size 4 virtual_protect 0
if
003B:   9@ == 18@(7@,6i) // (int)
else_jump @MOP_5577
8@ += 4
0A8C: write_memory 8@ size 4 value 1090502848 virtual_protect 0
8@ += -4

:MOP_5577
8@ += 56
  8@ > 13105188
else_jump @MOP_5514
7@ += 1
  7@ > 1
else_jump @MOP_5470
08BD: set 11@ bit 2

:MOP_5629
if
08B7:   test 11@ bit 2
else_jump @MOP_7078
018C: play_sound 1002 at 0.0 0.0 0.0
0A8D: 15@ = read_memory 12045188 size 4 virtual_protect 0
0093: 15@ = integer 15@ to_float
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 50.0 70.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0A8C: write_memory 13142088 size 4 value 31 virtual_protect 0
0A8C: write_memory 13142092 size 4 value 0 virtual_protect 0
0A8C: write_memory 13142096 size 4 value 15@ virtual_protect 0
0A8C: write_memory 13142100 size 1 value 1 virtual_protect 0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
0A8C: write_memory 13142104 size 4 value 7@ virtual_protect 0
0A8C: write_memory 13142108 size 4 value 8@ virtual_protect 0
0A8C: write_memory 13142112 size 4 value 9@ virtual_protect 0
0A8C: write_memory 13142116 size 4 value 4@ virtual_protect 0
0A8C: write_memory 13142120 size 4 value 5@ virtual_protect 0
0A8C: write_memory 13142124 size 4 value 6@ virtual_protect 0
0A8C: write_memory 13142128 size 2 value 50 virtual_protect 0
4@ *= 0.5
5@ *= 0.5
6@ *= 0.5
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
0086: 16@ = 10@ // (float)
0086: 17@ = 10@ // (float)
008D: 15@ = integer 32@ to_float
16@ *= 0.0004865043
17@ *= 0.0007297564
006B: 16@ *= 15@ // (float)
006B: 17@ *= 15@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
005B: 7@ += 15@ // (float)
005B: 8@ += 16@ // (float)
005B: 9@ += 17@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 15@ // (float)
0063: 8@ -= 16@ // (float)
0063: 9@ -= 17@ // (float)
16@ = 13103452

:MOP_6170
0A8D: 17@ = read_memory 16@ size 4 virtual_protect 0
if
003B:   17@ == 18@ // (int)
else_jump @MOP_6265
16@ += 12
0A8C: write_memory 16@ size 4 value 7@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 8@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 9@ virtual_protect 0
16@ += -20

:MOP_6265
16@ += 56
  16@ > 13105188
else_jump @MOP_6170
4@ *= 2.0
5@ *= 2.0
6@ *= 2.0
12@ *= -1.0
0A8C: write_memory 13142132 size 4 value 31 virtual_protect 0
0A8C: write_memory 13142136 size 4 value 0 virtual_protect 0
0A8C: write_memory 13142140 size 4 value 15@ virtual_protect 0
0A8C: write_memory 13142144 size 1 value 1 virtual_protect 0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
0A8C: write_memory 13142148 size 4 value 7@ virtual_protect 0
0A8C: write_memory 13142152 size 4 value 8@ virtual_protect 0
0A8C: write_memory 13142156 size 4 value 9@ virtual_protect 0
0A8C: write_memory 13142160 size 4 value 4@ virtual_protect 0
0A8C: write_memory 13142164 size 4 value 5@ virtual_protect 0
0A8C: write_memory 13142168 size 4 value 6@ virtual_protect 0
0A8C: write_memory 13142172 size 2 value 50 virtual_protect 0
4@ *= 0.5
5@ *= 0.5
6@ *= 0.5
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
0086: 16@ = 10@ // (float)
0086: 17@ = 10@ // (float)
008D: 15@ = integer 32@ to_float
16@ *= 0.0004865043
17@ *= 0.0007297564
006B: 16@ *= 15@ // (float)
006B: 17@ *= 15@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
005B: 7@ += 15@ // (float)
005B: 8@ += 16@ // (float)
005B: 9@ += 17@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 15@ // (float)
0063: 8@ -= 16@ // (float)
0063: 9@ -= 17@ // (float)
16@ = 13103452

:MOP_6728
0A8D: 17@ = read_memory 16@ size 4 virtual_protect 0
if
003B:   17@ == 19@ // (int)
else_jump @MOP_6823
16@ += 12
0A8C: write_memory 16@ size 4 value 7@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 8@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 9@ virtual_protect 0
16@ += -20

:MOP_6823
16@ += 56
  16@ > 13105188
else_jump @MOP_6728
4@ *= 2.0
5@ *= 2.0
6@ *= 2.0
12@ *= -1.0
4@ *= 117.5
5@ *= 117.5
6@ *= 117.5
7@ = 0

:MOP_6924
8@ = 13103452

:MOP_6934
0A8D: 9@ = read_memory 8@ size 4 virtual_protect 0
if
003B:   9@ == 18@(7@,6i) // (int)
else_jump @MOP_7033
8@ += 24
0A8C: write_memory 8@ size 4 value 4@ virtual_protect 0
8@ += 4
0A8C: write_memory 8@ size 4 value 5@ virtual_protect 0
8@ += 4
0A8C: write_memory 8@ size 4 value 6@ virtual_protect 0
8@ += -32

:MOP_7033
8@ += 56
  8@ > 13105188
else_jump @MOP_6934
7@ += 1
  7@ > 1
else_jump @MOP_6924

:MOP_7078
if and
80E1:   not player 0 pressed_key 4
08B7:   test 11@ bit 2
else_jump @MOP_7146
7@ = 0

:MOP_7109
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
  7@ > 1
else_jump @MOP_7109
08C3: clear 11@ bit 2

:MOP_7146
if and
00E1:   player 0 pressed_key 17
88B7:   not test 11@ bit 3
else_jump @MOP_7177
08BD: set 11@ bit 3

:MOP_7177
if
08B7:   test 11@ bit 3
else_jump @MOP_7941
Camera.Shake(100)
4@ = -9449
5@ = 0.0
6@ = 0.0
15@ = 0.0
16@ = 1.0
17@ = 1.5

:MOP_7259
  20.0 >= 16@
else_jump @MOP_7387
if
  4.0 > 15@
else_jump @MOP_7327
5@ += 0.2
6@ += 0.3
15@ += 0.4

:MOP_7327
005B: 16@ += 5@ // (float)
005B: 17@ += 6@ // (float)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
gosub 4@
4@ += -29
jump @MOP_7259

:MOP_7387
if
  22@ >= 200
else_jump @MOP_7941
if
  20@ == 0
else_jump @MOP_7530
5@ = 4.8
6@ = 7.2
4@ = 0

:MOP_7451
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
  4@ > 3
else_jump @MOP_7451

:MOP_7530
if
  20@ == 1
else_jump @MOP_7654
5@ = 19.8
6@ = 29.7
4@ = 0

:MOP_7575
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
  4@ > 3
else_jump @MOP_7575

:MOP_7654
if
  20@ == 2
else_jump @MOP_7778
5@ = 6.8
6@ = 10.2
4@ = 0

:MOP_7699
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
  4@ > 3
else_jump @MOP_7699

:MOP_7778
if
  20@ == 3
else_jump @MOP_7902
5@ = 17.8
6@ = 27.7
4@ = 0

:MOP_7823
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
  4@ > 3
else_jump @MOP_7823

:MOP_7902
2@ += 1
if
  2@ == 4
else_jump @MOP_7934
2@ = 0

:MOP_7934
22@ = 0

:MOP_7941
if and
80E1:   not player 0 pressed_key 17
08B7:   test 11@ bit 3
else_jump @MOP_7972
08C3: clear 11@ bit 3

:MOP_7972
32@ = 0
if or
00E1:   player 0 pressed_key 15
8184:   not actor $PLAYER_ACTOR health >= 1
else_jump @MOP_609
if
88B7:   not test 11@ bit 0
else_jump @MOP_8294
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0

:MOP_8062
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_8126
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)

:MOP_8126
15@ += 12
17@ += 1
  17@ > 15
else_jump @MOP_8062
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0

:MOP_8195
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_8259
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)

:MOP_8259
15@ += 8
17@ += 1
  17@ > 95
else_jump @MOP_8195
jump @MOP_8349

:MOP_8294
if
88B7:   not test 11@ bit 2
else_jump @MOP_8349
7@ = 0

:MOP_8319
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
  7@ > 1
else_jump @MOP_8319

:MOP_8349
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
08C3: clear 11@ bit 2
08C3: clear 11@ bit 3
Object.Destroy(0@)
Object.Destroy(1@)
Model.Destroy(1247)
Model.Destroy(1582)
Model.Destroy(1559)
Model.Destroy(2712)
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0687: clear_actor $PLAYER_ACTOR task
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 2@ while_in_air
0960: enable_player $PLAYER_CHAR stats_box 1
jump @MOP_11
end_thread
0000: NOP
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0000: NOP
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0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
 

LUCHARE

Известный
Друг
545
688
помогите изменить на метле активацию! не могу найти где там вообще она прописана, мне бы просто на кнопку, на одну, на нум8, например.

CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'MOP'

:MOP_11
wait 0
0A8D: 0@ = read_memory 9867535 size 4 virtual_protect 0
if and
  0@ >= 1297043456
  1297043711 >= 0@
else_jump @MOP_11
0A8C: write_memory 9867536 size 4 value 1297043456 virtual_protect 0
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Driving($PLAYER_ACTOR)
else_jump @MOP_11
03E5: show_text_box 'CHEAT1'  // Cheat activated
0960: enable_player $PLAYER_CHAR stats_box 0
Model.Load(1247)
Model.Load(1582)
Model.Load(1559)
Model.Load(2712)
038B: load_requested_models

:MOP_137
wait 0
if and
   Model.Available(1247)
   Model.Available(1582)
   Model.Available(1559)
   Model.Available(2712)
else_jump @MOP_137
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -25.0
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 1, 1, 0)
if
02D8:   actor $PLAYER_ACTOR current_weapon == 27
else_jump @MOP_358
0@ = Object.Create(#SHOTGSPA, 7@, 8@, 9@)
1@ = Object.Create(#SHOTGSPA, 7@, 8@, 9@)
069B: attach_object 0@ to_actor $PLAYER_ACTOR with_offset -0.1 0.35 0.2 rotation 7.5 95.0 -90.0
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset -0.1 0.35 0.2 rotation 7.5 95.0 -90.0
0750: set_object 1@ visibility 0
jump @MOP_468

:MOP_358
0@ = Object.Create(2712, 7@, 8@, 9@)
1@ = Object.Create(2712, 7@, 8@, 9@)
069B: attach_object 0@ to_actor $PLAYER_ACTOR with_offset -0.1 0.5 0.15 rotation 5.0 -30.0 -90.0
069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 0.175 0.425 0.175 rotation 2.0 152.5 -120.0

:MOP_468
08D2: object 0@ scale_model 1.5
08D2: object 1@ scale_model -1.5
Object.CollisionDetection(0@) = False
Object.CollisionDetection(1@) = False
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0992: set_player $PLAYER_CHAR weapons_scrollable 0
2@ = Actor.Angle($PLAYER_ACTOR)
3@ = -52.5
10@ = 0.0
32@ = 0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_SIT_PRO" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB

:MOP_609
wait 0
005A: 21@ += 32@ // (int)
005A: 22@ += 32@ // (int)
005A: 23@ += 32@ // (int)
0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_SIT_PRO" IFP "PED" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
if and
00E1:   player 0 pressed_key 18
88B7:   not test 11@ bit 1
else_jump @MOP_1115
if
88B7:   not test 11@ bit 0
else_jump @MOP_997
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0

:MOP_758
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_822
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)

:MOP_822
15@ += 12
17@ += 1
  17@ > 15
else_jump @MOP_758
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0

:MOP_891
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_955
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)

:MOP_955
15@ += 8
17@ += 1
  17@ > 95
else_jump @MOP_891
08BD: set 11@ bit 0
jump @MOP_1059

:MOP_997
if
88B7:   not test 11@ bit 2
else_jump @MOP_1052
7@ = 0

:MOP_1022
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
  7@ > 1
else_jump @MOP_1022

:MOP_1052
08C3: clear 11@ bit 0

:MOP_1059
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
08C3: clear 11@ bit 2
08C3: clear 11@ bit 3
08BD: set 11@ bit 1

:MOP_1115
if and
80E1:   not player 0 pressed_key 18
08B7:   test 11@ bit 1
else_jump @MOP_1146
08C3: clear 11@ bit 1

:MOP_1146
0494: get_joystick 0 direction_offset_to 7@ 8@ 9@ 9@
008D: 9@ = integer 32@ to_float
008D: 7@ = integer 7@ to_float
008D: 8@ = integer 8@ to_float
9@ /= 2560.0
7@ *= -1.0
006B: 7@ *= 9@ // (float)
006B: 8@ *= 9@ // (float)
005B: 2@ += 7@ // (float)
005B: 3@ += 8@ // (float)
9@ *= 64.0
if
00E1:   player 0 pressed_key 16
else_jump @MOP_1273
005B: 10@ += 9@ // (float)

:MOP_1273
if
00E1:   player 0 pressed_key 14
else_jump @MOP_1298
0063: 10@ -= 9@ // (float)

:MOP_1298
if
  10@ > 50.0
else_jump @MOP_1329
10@ = 50.0

:MOP_1329
if
  0.0 > 10@
else_jump @MOP_1360
10@ = 0.0

:MOP_1360
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 10.0 15.0
06A9: AS_actor $PLAYER_ACTOR look_at_point 7@ 8@ 9@ 999999 ms
Actor.Angle($PLAYER_ACTOR) = 2@
083E: set_actor $PLAYER_ACTOR rotation 3@ 0.0 2@ while_in_air
0086: 8@ = 10@ // (float)
0086: 9@ = 10@ // (float)
8@ *= 0.5
9@ *= 0.75
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 8@ 9@
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
0086: 5@ = 10@ // (float)
0086: 6@ = 10@ // (float)
5@ *= 0.02
6@ *= 0.03
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
02CE: 5@ = ground_z_at 4@ 5@ 6@
0063: 5@ -= 6@ // (float)
5@ += 1.25
5@ *= 8.0
if
0025:   5@ > 9@ // (float)
else_jump @MOP_1676
0086: 9@ = 5@ // (float)

:MOP_1676
9@ += 0.8
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@
if and
  4@ == 0.0
  5@ == 0.0
  6@ == 0.0
else_jump @MOP_1768
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
jump @MOP_1782

:MOP_1768
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 7@ 8@ 9@

:MOP_1782
if
  23@ >= 200
else_jump @MOP_2114
0086: 4@ = 10@ // (float)
4@ += 25.0
4@ *= 0.25
0086: 6@ = 10@ // (float)
6@ += 25.0
6@ *= 0.01
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
02CE: 5@ = ground_z_at 7@ 8@ 9@
0063: 5@ -= 9@ // (float)
5@ += -1.5
5@ *= 0.05
5@ += 0.5
02CE: 9@ = ground_z_at 7@ 8@ 9@
9@ += 0.5
17@ = 0.0
if
  5@ > 0.0
else_jump @MOP_2107

:MOP_1993
  360.0 > 17@
else_jump @MOP_2107
02F6: 15@ = sine 17@ // (float)
02F7: 16@ = cosine 17@ // (float)
006B: 15@ *= 4@ // (float)
006B: 16@ *= 4@ // (float)
095C: create_smoke_at 7@ 8@ 9@ velocity 15@ 16@ 0.0 RGBA 1.0 1.0 1.0 5@ size 6@ last_factor 0.035
17@ += 30.0
jump @MOP_1993

:MOP_2107
23@ = 0

:MOP_2114
0086: 15@ = 10@ // (float)
15@ += -30.0
if
  15@ > 10.0
else_jump @MOP_2163
15@ = 10.0

:MOP_2163
if
  0.0 > 15@
else_jump @MOP_2194
15@ = 0.0

:MOP_2194
15@ *= 9.0
02F6: 12@ = sine 15@ // (float)
02F7: 13@ = cosine 15@ // (float)
0086: 8@ = 10@ // (float)
0086: 9@ = 10@ // (float)
8@ *= 0.02432521
9@ *= 0.03648782
13@ += 0.5
0086: 14@ = 13@ // (float)
13@ *= 0.4865043
14@ *= 0.7297564
005B: 13@ += 8@ // (float)
005B: 14@ += 9@ // (float)
if
88B7:   not test 11@ bit 0
else_jump @MOP_5286
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 255 128
12@ *= -1.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 255 128
12@ *= -1.0
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0

:MOP_2493
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_3033
15@ += 8
0A8D: 9@ = read_memory 15@ size 4 virtual_protect 0
0093: 8@ = integer 32@ to_float
8@ /= 10.0
005B: 9@ += 8@ // (float)
0A8C: write_memory 15@ size 4 value 9@ virtual_protect 0
15@ += -8
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 9@
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
Object.Throw(16@, 7@, 8@, 9@)
if
04DA:   has_object 16@ collided
else_jump @MOP_3033
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 0.0
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 1.0 0.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 1.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 3.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset -1.0 0.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 -1.0 1.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
0565: create_soundless_explosion_at 7@ 8@ 9@ type 12

:MOP_3033
15@ += 12
17@ += 1
  17@ > 15
else_jump @MOP_2493
if and
00E1:   player 0 pressed_key 4
88B7:   not test 11@ bit 2
else_jump @MOP_3092
08BD: set 11@ bit 2

:MOP_3092
if
08B7:   test 11@ bit 2
else_jump @MOP_4000
if
  21@ >= 250
else_jump @MOP_4000
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
005A: 15@ += 18@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
9@ -= 25.0
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_3274
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)

:MOP_3274
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1559, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
if
  12@ > 0.5
else_jump @MOP_3375
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@ rotation -35.0 0.0 0.0
jump @MOP_3409

:MOP_3375
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 0.5 13@ 14@ rotation -35.0 0.0 0.0

:MOP_3409
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 180.0 0.0 0.0
Object.CollisionDetection(16@) = True
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
0908: set_object 16@ turn_mass_to 100000.0 // float
08D2: object 17@ scale_model 0.5
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
12@ *= -1.0
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_3649
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)

:MOP_3649
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1559, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
if
  -0.5 > 12@
else_jump @MOP_3750
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@ rotation -35.0 0.0 0.0
jump @MOP_3784

:MOP_3750
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset -0.5 13@ 14@ rotation -35.0 0.0 0.0

:MOP_3784
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 180.0 0.0 0.0
Object.CollisionDetection(16@) = True
Object.CollisionDetection(17@) = False
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
0908: set_object 16@ turn_mass_to 100000.0 // float
08D2: object 17@ scale_model 0.5
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 10@ virtual_protect 0
12@ *= -1.0
18@ += 24
if
  18@ == 192
else_jump @MOP_3993
18@ = 0

:MOP_3993
21@ = 0

:MOP_4000
if and
80E1:   not player 0 pressed_key 4
08B7:   test 11@ bit 2
else_jump @MOP_4031
08C3: clear 11@ bit 2

:MOP_4031
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0

:MOP_4072
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_4506
if
04DA:   has_object 16@ collided
else_jump @MOP_4506
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 0.0
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 2.5 0.0 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 2.5 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 2.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset -2.5 0.0 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 -2.5 0.0
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 -2.5
06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 1000
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
0565: create_soundless_explosion_at 7@ 8@ 9@ type 12

:MOP_4506
15@ += 8
17@ += 1
  17@ > 95
else_jump @MOP_4072
if and
00E1:   player 0 pressed_key 17
88B7:   not test 11@ bit 3
else_jump @MOP_4565
08BD: set 11@ bit 3

:MOP_4565
if
08B7:   test 11@ bit 3
else_jump @MOP_5248
if
  22@ >= 35
else_jump @MOP_5248
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
005A: 15@ += 19@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
9@ -= 25.0
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_4746
15@ += 4
0A8D: 17@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)
Object.Destroy(17@)

:MOP_4746
16@ = Object.Create(1582, 7@, 8@, 9@)
17@ = Object.Create(1247, 7@, 8@, 9@)
0750: set_object 16@ visibility 0
0208: 4@ = random_float_in_ranges -1.0 1.0
0208: 5@ = random_float_in_ranges -2.4 -0.4
0208: 6@ = random_float_in_ranges -3.6 -1.6
0208: 7@ = random_float_in_ranges -20.0 -50.0
0208: 8@ = random_float_in_ranges -15.0 15.0
069B: attach_object 16@ to_actor $PLAYER_ACTOR with_offset 4@ 5@ 6@ rotation 7@ 8@ 0.0
0682: detach_object 16@ 0.0 0.0 0.0 collision_detection 0
069A: attach_object 17@ to_object 16@ with_offset 0.0 0.0 0.0 rotation 90.0 0.0 0.0
Object.CollisionDetection(16@) = True
Object.CollisionDetection(17@) = False
04D9: object 16@ set_scripted_collision_check 1
Object.SetImmunities(16@, 1, 1, 1, 1, 1)
08D2: object 17@ scale_model 1.5
0086: 9@ = 10@ // (float)
9@ *= 0.5
9@ += -50.0
0400: store_coords_to 7@ 8@ 9@ from_object 16@ with_offset 0.0 0.0 9@
0400: store_coords_to 4@ 5@ 6@ from_object 16@ with_offset 0.0 0.0 0.0
0063: 7@ -= 4@ // (float)
0063: 8@ -= 5@ // (float)
0063: 9@ -= 6@ // (float)
Object.Throw(16@, 7@, 8@, 9@)
0208: 7@ = random_float_in_ranges -25.0 25.0
0208: 8@ = random_float_in_ranges -25.0 25.0
0208: 9@ = random_float_in_ranges -25.0 25.0
05A2: set_object 16@ rotation_velocity_about_an_axis 7@ 8@ 9@ through_center_of_mass
0A8C: write_memory 15@ size 4 value 16@ virtual_protect 0
15@ += 4
0A8C: write_memory 15@ size 4 value 17@ virtual_protect 0
19@ += 8
if
  19@ == 768
else_jump @MOP_5241
19@ = 0

:MOP_5241
22@ = 0

:MOP_5248
if and
80E1:   not player 0 pressed_key 17
08B7:   test 11@ bit 3
else_jump @MOP_5279
08C3: clear 11@ bit 3

:MOP_5279
jump @MOP_7972

:MOP_5286
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 128 255
12@ *= -1.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
04D5: create_corona_at 4@ 5@ 6@ radius 0.15 type 0 flare 0 RGB 128 128 255
12@ *= -1.0
if and
00E1:   player 0 pressed_key 4
88B7:   not test 11@ bit 2
else_jump @MOP_5629
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
7@ = 0

:MOP_5470
06D5: 18@(7@,6i) = create_racing_checkpoint_at 4@ 5@ 6@ point_to 4@ 5@ 6@ type 3 radius 0.05
8@ = 13103452

:MOP_5514
0A8D: 9@ = read_memory 8@ size 4 virtual_protect 0
if
003B:   9@ == 18@(7@,6i) // (int)
else_jump @MOP_5577
8@ += 4
0A8C: write_memory 8@ size 4 value 1090502848 virtual_protect 0
8@ += -4

:MOP_5577
8@ += 56
  8@ > 13105188
else_jump @MOP_5514
7@ += 1
  7@ > 1
else_jump @MOP_5470
08BD: set 11@ bit 2

:MOP_5629
if
08B7:   test 11@ bit 2
else_jump @MOP_7078
018C: play_sound 1002 at 0.0 0.0 0.0
0A8D: 15@ = read_memory 12045188 size 4 virtual_protect 0
0093: 15@ = integer 15@ to_float
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 50.0 70.0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
0A8C: write_memory 13142088 size 4 value 31 virtual_protect 0
0A8C: write_memory 13142092 size 4 value 0 virtual_protect 0
0A8C: write_memory 13142096 size 4 value 15@ virtual_protect 0
0A8C: write_memory 13142100 size 1 value 1 virtual_protect 0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
0A8C: write_memory 13142104 size 4 value 7@ virtual_protect 0
0A8C: write_memory 13142108 size 4 value 8@ virtual_protect 0
0A8C: write_memory 13142112 size 4 value 9@ virtual_protect 0
0A8C: write_memory 13142116 size 4 value 4@ virtual_protect 0
0A8C: write_memory 13142120 size 4 value 5@ virtual_protect 0
0A8C: write_memory 13142124 size 4 value 6@ virtual_protect 0
0A8C: write_memory 13142128 size 2 value 50 virtual_protect 0
4@ *= 0.5
5@ *= 0.5
6@ *= 0.5
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
0086: 16@ = 10@ // (float)
0086: 17@ = 10@ // (float)
008D: 15@ = integer 32@ to_float
16@ *= 0.0004865043
17@ *= 0.0007297564
006B: 16@ *= 15@ // (float)
006B: 17@ *= 15@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
005B: 7@ += 15@ // (float)
005B: 8@ += 16@ // (float)
005B: 9@ += 17@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 15@ // (float)
0063: 8@ -= 16@ // (float)
0063: 9@ -= 17@ // (float)
16@ = 13103452

:MOP_6170
0A8D: 17@ = read_memory 16@ size 4 virtual_protect 0
if
003B:   17@ == 18@ // (int)
else_jump @MOP_6265
16@ += 12
0A8C: write_memory 16@ size 4 value 7@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 8@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 9@ virtual_protect 0
16@ += -20

:MOP_6265
16@ += 56
  16@ > 13105188
else_jump @MOP_6170
4@ *= 2.0
5@ *= 2.0
6@ *= 2.0
12@ *= -1.0
0A8C: write_memory 13142132 size 4 value 31 virtual_protect 0
0A8C: write_memory 13142136 size 4 value 0 virtual_protect 0
0A8C: write_memory 13142140 size 4 value 15@ virtual_protect 0
0A8C: write_memory 13142144 size 1 value 1 virtual_protect 0
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 12@ 13@ 14@
0A8C: write_memory 13142148 size 4 value 7@ virtual_protect 0
0A8C: write_memory 13142152 size 4 value 8@ virtual_protect 0
0A8C: write_memory 13142156 size 4 value 9@ virtual_protect 0
0A8C: write_memory 13142160 size 4 value 4@ virtual_protect 0
0A8C: write_memory 13142164 size 4 value 5@ virtual_protect 0
0A8C: write_memory 13142168 size 4 value 6@ virtual_protect 0
0A8C: write_memory 13142172 size 2 value 50 virtual_protect 0
4@ *= 0.5
5@ *= 0.5
6@ *= 0.5
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
005B: 9@ += 6@ // (float)
0086: 16@ = 10@ // (float)
0086: 17@ = 10@ // (float)
008D: 15@ = integer 32@ to_float
16@ *= 0.0004865043
17@ *= 0.0007297564
006B: 16@ *= 15@ // (float)
006B: 17@ *= 15@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
005B: 7@ += 15@ // (float)
005B: 8@ += 16@ // (float)
005B: 9@ += 17@ // (float)
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 7@ -= 15@ // (float)
0063: 8@ -= 16@ // (float)
0063: 9@ -= 17@ // (float)
16@ = 13103452

:MOP_6728
0A8D: 17@ = read_memory 16@ size 4 virtual_protect 0
if
003B:   17@ == 19@ // (int)
else_jump @MOP_6823
16@ += 12
0A8C: write_memory 16@ size 4 value 7@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 8@ virtual_protect 0
16@ += 4
0A8C: write_memory 16@ size 4 value 9@ virtual_protect 0
16@ += -20

:MOP_6823
16@ += 56
  16@ > 13105188
else_jump @MOP_6728
4@ *= 2.0
5@ *= 2.0
6@ *= 2.0
12@ *= -1.0
4@ *= 117.5
5@ *= 117.5
6@ *= 117.5
7@ = 0

:MOP_6924
8@ = 13103452

:MOP_6934
0A8D: 9@ = read_memory 8@ size 4 virtual_protect 0
if
003B:   9@ == 18@(7@,6i) // (int)
else_jump @MOP_7033
8@ += 24
0A8C: write_memory 8@ size 4 value 4@ virtual_protect 0
8@ += 4
0A8C: write_memory 8@ size 4 value 5@ virtual_protect 0
8@ += 4
0A8C: write_memory 8@ size 4 value 6@ virtual_protect 0
8@ += -32

:MOP_7033
8@ += 56
  8@ > 13105188
else_jump @MOP_6934
7@ += 1
  7@ > 1
else_jump @MOP_6924

:MOP_7078
if and
80E1:   not player 0 pressed_key 4
08B7:   test 11@ bit 2
else_jump @MOP_7146
7@ = 0

:MOP_7109
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
  7@ > 1
else_jump @MOP_7109
08C3: clear 11@ bit 2

:MOP_7146
if and
00E1:   player 0 pressed_key 17
88B7:   not test 11@ bit 3
else_jump @MOP_7177
08BD: set 11@ bit 3

:MOP_7177
if
08B7:   test 11@ bit 3
else_jump @MOP_7941
Camera.Shake(100)
4@ = -9449
5@ = 0.0
6@ = 0.0
15@ = 0.0
16@ = 1.0
17@ = 1.5

:MOP_7259
  20.0 >= 16@
else_jump @MOP_7387
if
  4.0 > 15@
else_jump @MOP_7327
5@ += 0.2
6@ += 0.3
15@ += 0.4

:MOP_7327
005B: 16@ += 5@ // (float)
005B: 17@ += 6@ // (float)
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 16@ 17@
gosub 4@
4@ += -29
jump @MOP_7259

:MOP_7387
if
  22@ >= 200
else_jump @MOP_7941
if
  20@ == 0
else_jump @MOP_7530
5@ = 4.8
6@ = 7.2
4@ = 0

:MOP_7451
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
  4@ > 3
else_jump @MOP_7451

:MOP_7530
if
  20@ == 1
else_jump @MOP_7654
5@ = 19.8
6@ = 29.7
4@ = 0

:MOP_7575
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
  4@ > 3
else_jump @MOP_7575

:MOP_7654
if
  20@ == 2
else_jump @MOP_7778
5@ = 6.8
6@ = 10.2
4@ = 0

:MOP_7699
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
  4@ > 3
else_jump @MOP_7699

:MOP_7778
if
  20@ == 3
else_jump @MOP_7902
5@ = 17.8
6@ = 27.7
4@ = 0

:MOP_7823
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 5@ 6@
0565: create_soundless_explosion_at 7@ 8@ 9@ type 8
5@ += 4.0
6@ += 6.0
4@ += 1
  4@ > 3
else_jump @MOP_7823

:MOP_7902
2@ += 1
if
  2@ == 4
else_jump @MOP_7934
2@ = 0

:MOP_7934
22@ = 0

:MOP_7941
if and
80E1:   not player 0 pressed_key 17
08B7:   test 11@ bit 3
else_jump @MOP_7972
08C3: clear 11@ bit 3

:MOP_7972
32@ = 0
if or
00E1:   player 0 pressed_key 15
8184:   not actor $PLAYER_ACTOR health >= 1
else_jump @MOP_609
if
88B7:   not test 11@ bit 0
else_jump @MOP_8294
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8489
17@ = 0

:MOP_8062
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_8126
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)

:MOP_8126
15@ += 12
17@ += 1
  17@ > 15
else_jump @MOP_8062
0A9F: 15@ = current_thread_pointer
15@ += 16
0A8D: 15@ = read_memory 15@ size 4 virtual_protect 0
15@ -= -8681
17@ = 0

:MOP_8195
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
if
03CA:   object 16@ exists
else_jump @MOP_8259
Object.Destroy(16@)
15@ += 4
0A8D: 16@ = read_memory 15@ size 4 virtual_protect 0
15@ += -4
Object.Destroy(16@)

:MOP_8259
15@ += 8
17@ += 1
  17@ > 95
else_jump @MOP_8195
jump @MOP_8349

:MOP_8294
if
88B7:   not test 11@ bit 2
else_jump @MOP_8349
7@ = 0

:MOP_8319
06D6: disable_racing_checkpoint 18@(7@,6i)
7@ += 1
  7@ > 1
else_jump @MOP_8319

:MOP_8349
18@ = 0
19@ = 0
20@ = 0
21@ = 0
22@ = 0
08C3: clear 11@ bit 2
08C3: clear 11@ bit 3
Object.Destroy(0@)
Object.Destroy(1@)
Model.Destroy(1247)
Model.Destroy(1582)
Model.Destroy(1559)
Model.Destroy(2712)
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0687: clear_actor $PLAYER_ACTOR task
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 2@ while_in_air
0960: enable_player $PLAYER_CHAR stats_box 1
jump @MOP_11
end_thread
0000: NOP
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0000: NOP
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0000: NOP
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0000: NOP
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0000: NOP
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0000: NOP
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0000: NOP
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0000: NOP
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0000: NOP
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0000: NOP
0000: NOP
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0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
0000: NOP
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
04D5: create_corona_at 7@ 8@ 9@ radius 15@ type 1 flare 0 RGB 192 192 255
return
num8
 

Вложения

  • mop.cs
    26.9 KB · Просмотры: 9
  • Нравится
Реакции: jacklev

jacklev

Новичок
90
9
помогите еще вот тут активацию поменять :) он у меня почему-то не может скомпилироваться, ошибку выдает :(
 

Вложения

  • aafk.cs
    1,020 байт · Просмотры: 8

vlad-reg

Новичок
3
0
Клео FakeStat для Аризоны РП. Там по дефолту в ini file забиваются параметры статистики, а само клео настроено на определённое количество строк, т.е когда я добавляю больше дефолтных строк, они не отображается в диалоговом окне. Само клео 2016 года(старое). Нужно сделать так, чтобы в диалоговом окне, в игре отображалось неограниченное количество строк. И если не сложно, прошу поменять надпись "Основная статистика" в диалоговом окне, с красного на серый цвет. Пример правильной статистики прикреплю. Зарание очень благодарен.
 

Вложения

  • FakeStat arizona rp (by dreamingfly).zip
    3.6 KB · Просмотры: 7
  • HFxUUMx.png
    HFxUUMx.png
    234 KB · Просмотры: 425

jacklev

Новичок
90
9
поменяйте команду на /safk, пожалуйста, я не могу.
 

Вложения

  • aafk.cs
    1,020 байт · Просмотры: 5

клешь рояль

Известный
1,255
551
Мне надо чтобы поссле сбива ещё анфризило. 1 файл сбив, 2 анфирз = 1 клео со сбивом и анфризом на Q.Заранее спасибо.
 

Вложения

  • Sbiv(q-durka).cs
    18.2 KB · Просмотры: 5
  • F4 - unfreeze.cs
    17.4 KB · Просмотры: 10

rraggerr

проверенный какой-то
1,626
847
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Сделайте проверку на чат( если открыт то ничего не должно происходить)
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "==============================================================="
0662: printstring "My VK: vk.com/id138101483"
0662: printstring "My Skype: hackes8"
0662: printstring "Group VK: vk.com/by_air"
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair"
0662: printstring "Friend YouTube Channel: www.youtube.com/KohanAweiro"
0662: printstring "All rights reserved ©"
0662: printstring "==============================================================="

:Noname_342
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Noname_342

:Noname_355
0001: wait 0 ms
0B61:  samp is_local_player_spawned
004D: jump_if_false @Noname_355
0006: 0@ = 0
0006: 1@ = 0
0006: 5@ = 0
0006: 6@ = 0

:Noname_396
0001: wait 0 ms
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Noname_962
03C0: 3@ = actor $PLAYER_ACTOR car
046C: 2@ = car 3@ driver
00D6: if
803C:   not  $PLAYER_ACTOR == 2@ // (int)
004D: jump_if_false @Noname_962
00D6: if
0AB0:   key_pressed 72
004D: jump_if_false @Noname_610
0470: 1@ = actor $PLAYER_ACTOR current_weapon
00D6: if and
0029:   1@ >= 22
8019:   not  1@ > 33
004D: jump_if_false @Noname_610
00D6: if
0039:   0@ == 0
004D: jump_if_false @Noname_566
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 900.0 4 0 firing_rate 0
0006: 0@ = 1
0002: jump @Noname_605

:Noname_566
0501: set_player $PLAYER_CHAR driveby_mode 0
0687: clear_actor $PLAYER_ACTOR task
04D7: set_actor $PLAYER_ACTOR locked 0
03C0: 3@ = actor $PLAYER_ACTOR car
01C3: remove_references_to_car 3@
0006: 0@ = 0

:Noname_605
0001: wait 300 ms

:Noname_610
00D6: if
0AB0:   key_pressed 219
004D: jump_if_false @Noname_786
0470: 5@ = actor $PLAYER_ACTOR current_weapon

:Noname_634
0001: wait 0 ms
00D6: if and
0019:   5@ > 22
8019:   not  5@ > 33
004D: jump_if_false @Noname_758
000E: 5@ -= 1
041A: 6@ = actor $PLAYER_ACTOR weapon 5@ ammo
00D6: if
0019:   6@ > 0
004D: jump_if_false @Noname_751
0B3D: raknet 4@ = new_bit_stream
0B40: raknet bit_stream 4@ write 5@ type 3 size 4
0B40: raknet bit_stream 4@ write 0 type 3 size 4
0BF6: raknet emul_rpc_receive 22 bit_stream 4@
0B3E: raknet delete_bit_stream 4@
0001: wait 200 ms
0002: jump @Noname_779

:Noname_751
0002: jump @Noname_765

:Noname_758
0002: jump @Noname_779

:Noname_765
0019:   6@ > 0
004D: jump_if_false @Noname_634

:Noname_779
0006: 6@ = 0

:Noname_786
00D6: if
0AB0:   key_pressed 221
004D: jump_if_false @Noname_962
0470: 5@ = actor $PLAYER_ACTOR current_weapon

:Noname_810
0001: wait 0 ms
00D6: if and
0029:   5@ >= 22
8029:   not  5@ >= 33
004D: jump_if_false @Noname_934
000A: 5@ += 1
041A: 6@ = actor $PLAYER_ACTOR weapon 5@ ammo
00D6: if
0019:   6@ > 0
004D: jump_if_false @Noname_927
0B3D: raknet 4@ = new_bit_stream
0B40: raknet bit_stream 4@ write 5@ type 3 size 4
0B40: raknet bit_stream 4@ write 0 type 3 size 4
0BF6: raknet emul_rpc_receive 22 bit_stream 4@
0B3E: raknet delete_bit_stream 4@
0001: wait 200 ms
0002: jump @Noname_955

:Noname_927
0002: jump @Noname_941

:Noname_934
0002: jump @Noname_955

:Noname_941
0019:   6@ > 0
004D: jump_if_false @Noname_810

:Noname_955
0006: 6@ = 0

:Noname_962
0002: jump @Noname_396
 

kawa operand

перерывпятьминут
602
333
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
upload_2018-1-1_12-40-10.png

CLEO:
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "==============================================================="
0662: printstring "My VK: vk.com/id138101483"
0662: printstring "My Skype: hackes8"
0662: printstring "Group VK: vk.com/by_air"
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair"
0662: printstring "Friend YouTube Channel: www.youtube.com/KohanAweiro"
0662: printstring "All rights reserved ©"
0662: printstring "==============================================================="

:Noname_342
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Noname_342

:Noname_355
0001: wait 0 ms
0B61:  samp is_local_player_spawned
004D: jump_if_false @Noname_355
0006: 0@ = 0
0006: 1@ = 0
0006: 5@ = 0
0006: 6@ = 0

:Noname_396
0001: wait 0 ms
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Noname_962
03C0: 3@ = actor $PLAYER_ACTOR car
046C: 2@ = car 3@ driver
00D6: if
803C:   not  $PLAYER_ACTOR == 2@ // (int)
004D: jump_if_false @Noname_962
if and
8B21:     samp is_chat_opened
0AB0:   key_pressed 72
004D: jump_if_false @Noname_610
0470: 1@ = actor $PLAYER_ACTOR current_weapon
00D6: if and
0029:   1@ >= 22
8019:   not  1@ > 33
004D: jump_if_false @Noname_610
00D6: if
0039:   0@ == 0
004D: jump_if_false @Noname_566
0713: actor $PLAYER_ACTOR driveby_actor -1 car -1 point 0.0 0.0 0.0 radius 900.0 4 0 firing_rate 0
0006: 0@ = 1
0002: jump @Noname_605

:Noname_566
0501: set_player $PLAYER_CHAR driveby_mode 0
0687: clear_actor $PLAYER_ACTOR task
04D7: set_actor $PLAYER_ACTOR locked 0
03C0: 3@ = actor $PLAYER_ACTOR car
01C3: remove_references_to_car 3@
0006: 0@ = 0

:Noname_605
0001: wait 300 ms

:Noname_610
00D6: if
0AB0:   key_pressed 219
004D: jump_if_false @Noname_786
0470: 5@ = actor $PLAYER_ACTOR current_weapon

:Noname_634
0001: wait 0 ms
00D6: if and
0019:   5@ > 22
8019:   not  5@ > 33
004D: jump_if_false @Noname_758
000E: 5@ -= 1
041A: 6@ = actor $PLAYER_ACTOR weapon 5@ ammo
00D6: if
0019:   6@ > 0
004D: jump_if_false @Noname_751
0B3D: raknet 4@ = new_bit_stream
0B40: raknet bit_stream 4@ write 5@ type 3 size 4
0B40: raknet bit_stream 4@ write 0 type 3 size 4
0BF6: raknet emul_rpc_receive 22 bit_stream 4@
0B3E: raknet delete_bit_stream 4@
0001: wait 200 ms
0002: jump @Noname_779

:Noname_751
0002: jump @Noname_765

:Noname_758
0002: jump @Noname_779

:Noname_765
0019:   6@ > 0
004D: jump_if_false @Noname_634

:Noname_779
0006: 6@ = 0

:Noname_786
00D6: if
0AB0:   key_pressed 221
004D: jump_if_false @Noname_962
0470: 5@ = actor $PLAYER_ACTOR current_weapon

:Noname_810
0001: wait 0 ms
00D6: if and
0029:   5@ >= 22
8029:   not  5@ >= 33
004D: jump_if_false @Noname_934
000A: 5@ += 1
041A: 6@ = actor $PLAYER_ACTOR weapon 5@ ammo
00D6: if
0019:   6@ > 0
004D: jump_if_false @Noname_927
0B3D: raknet 4@ = new_bit_stream
0B40: raknet bit_stream 4@ write 5@ type 3 size 4
0B40: raknet bit_stream 4@ write 0 type 3 size 4
0BF6: raknet emul_rpc_receive 22 bit_stream 4@
0B3E: raknet delete_bit_stream 4@
0001: wait 200 ms
0002: jump @Noname_955

:Noname_927
0002: jump @Noname_941

:Noname_934
0002: jump @Noname_955

:Noname_941
0019:   6@ > 0
004D: jump_if_false @Noname_810

:Noname_955
0006: 6@ = 0

:Noname_962
0002: jump @Noname_396
 

kawa operand

перерывпятьминут
602
333
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.