// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}
03A4: name_thread "SUDAK"
00D6: if
8028: not $707 >= 18
004D: jump_if_false @SUDAK_29
0A93: end_custom_thread
:SUDAK_29
8AFA: not is_samp_available
004D: jump_if_false @SUDAK_49
0001: wait 0 ms
0002: jump @SUDAK_29
:SUDAK_49
0001: wait 1500 ms
0B34: samp register_client_command "rights" to_label @SUDAK_1129
0B34: samp register_client_command "rightsreload" to_label @SUDAK_493
0B78: log "right sector loaded."
0C6A: 28@ = create_custom_thread_at_label -1235
0BE4: raknet setup_incoming_packet_hook -367
0BDE: pause_thread 28@
:SUDAK_138
0001: wait 0 ms
00D6: if and
8B21: not samp is_chat_opened
0039: 0@ == 1
0AB0: key_pressed 81
004D: jump_if_false @SUDAK_360
0AB1: call_scm_func @SUDAK_914 0 1@
00D6: if
8039: not 1@ == -1
004D: jump_if_false @SUDAK_324
0ACD: show_text_highpriority "~r~ACTIVE" time 1000
00D6: if
0AFF: samp 2@ = car_handle_by_samp_vehicle_id 1@
004D: jump_if_false @SUDAK_317
00AA: store_car 2@ position_to 3@ 4@ 5@
0B30: samp send_enter_vehicle 1@ as_passenger 1
0001: wait 200 ms
0006: 29@ = 0
:SUDAK_265
0AB1: call_scm_func @SUDAK_521 4 1@ 3@ 4@ 5@
0001: wait 0 ms
000A: 29@ += 1
0019: 29@ > 5
004D: jump_if_false @SUDAK_265
0001: wait 500 ms
:SUDAK_317
0002: jump @SUDAK_360
:SUDAK_324
0ACD: show_text_highpriority "~r~NEAR CAR IS NOT FOUND" time 4000
0001: wait 800 ms
:SUDAK_360
0002: jump @SUDAK_138
0BE5: raknet 6@ = get_hook_param 1
00D6: if
0039: 6@ == 209
004D: jump_if_false @SUDAK_489
0BE5: raknet 6@ = get_hook_param 0
0BF3: raknet 6@ = bit_stream 6@ get_data_ptr
0C0C: 7@ = struct 6@ offset 4 size 4
0C0C: 8@ = struct 6@ offset 8 size 4
0C0C: 9@ = struct 6@ offset 12 size 4
00D6: if or
0021: 7@ > 100000.0
0021: 8@ > 100000.0
0021: 9@ > 100000.0
004D: jump_if_false @SUDAK_489
0BE0: raknet hook_ret 0
:SUDAK_489
0BE0: raknet hook_ret 1
:SUDAK_493
0BDE: pause_thread 28@
0A92: create_custom_thread "rightsector.cs"
0A93: end_custom_thread
0B43: samp cmd_ret
:SUDAK_521
0AFF: samp 6@ = car_handle_by_samp_vehicle_id 0@
0AC8: 4@ = allocate_memory_size 67
0C0D: struct 4@ offset 0 size 2 = 0@
0C0D: struct 4@ offset 2 size 1 = 1
0C0D: struct 4@ offset 3 size 4 = 9.91E10
0C0D: struct 4@ offset 7 size 4 = 9.91E10
0C0D: struct 4@ offset 11 size 4 = 9.91E10
0C0D: struct 4@ offset 15 size 4 = 0.0
0C0D: struct 4@ offset 19 size 4 = 1.0
0C0D: struct 4@ offset 23 size 4 = 0.0
0C0D: struct 4@ offset 27 size 4 = 1@
0C0D: struct 4@ offset 31 size 4 = 2@
0C0D: struct 4@ offset 35 size 4 = 3@
0C0D: struct 4@ offset 39 size 4 = 0.0
0C0D: struct 4@ offset 43 size 4 = 0.0
0C0D: struct 4@ offset 47 size 4 = 0.0
0C0D: struct 4@ offset 51 size 4 = 0.0
0C0D: struct 4@ offset 55 size 4 = 0.0
0C0D: struct 4@ offset 59 size 4 = 0.0
0227: 7@ = car 6@ health
0093: 7@ = integer 7@ to_float
0C0D: struct 4@ offset 63 size 4 = 7@
0B3D: raknet 5@ = new_bit_stream
0B40: raknet bit_stream 5@ write 209 type 0 size 1
0B40: raknet bit_stream 5@ write 4@ type 5 size 67
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 4@
0AB2: 0 ret
0B2B: samp 4@ = get_player_id_by_actor_handle $PLAYER_ACTOR
0AC8: 5@ = allocate_memory_size 68
0BBA: samp store_player 4@ onfoot_data 5@
0C0D: struct 5@ offset 6 size 4 = 0@
0C0D: struct 5@ offset 10 size 4 = 1@
0C0D: struct 5@ offset 14 size 4 = 2@
0BC0: samp send_onfoot_data 5@
0AC9: free_allocated_memory 5@
0AB2: 0 ret
:SUDAK_914
0006: 0@ = -1
0007: 13@ = 10.0
0006: 1@ = 0
:SUDAK_938
00D6: if
0AFF: samp 2@ = car_handle_by_samp_vehicle_id 1@
004D: jump_if_false @SUDAK_1099
09B3: get_car 2@ door_status 3@
01E9: 4@ = car 2@ num_passengers
046C: 5@ = car 2@ driver
00D6: if and
0039: 5@ == -1
0039: 4@ == 0
0039: 3@ == 0
004D: jump_if_false @SUDAK_1099
00AA: store_car 2@ position_to 6@ 7@ 8@
00A0: store_actor $PLAYER_ACTOR position_to 9@ 10@ 11@
050A: 12@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@
00D6: if
0025: 13@ > 12@ // (float)
004D: jump_if_false @SUDAK_1099
0087: 13@ = 12@ // (float)
0085: 0@ = 1@ // (int)
:SUDAK_1099
000A: 1@ += 1
0019: 1@ > 2000
004D: jump_if_false @SUDAK_938
0AB2: 1 0@ ret
:SUDAK_1129
0B12: 0@ = 0@ XOR 1
00D6: if
0039: 0@ == 1
004D: jump_if_false @SUDAK_1198
0ACD: show_text_highpriority "~G~RIGHT SECTOR ENABLE" time 4000
0BDF: resume_thread 28@
0002: jump @SUDAK_1233
:SUDAK_1198
0ACD: show_text_highpriority "~R~RIGHT SECTOR DISABLE" time 4000
0BDE: pause_thread 28@
:SUDAK_1233
0B43: samp cmd_ret
0B6D: render 10@ = create_font "Arial" height 8 flags 5
0AC8: 13@ = allocate_memory_size 100
:SUDAK_1258
0001: wait 0 ms
0B60: convert_game_screen_coords 35.0 270.0 to_window_screen_coords 11@ 12@
0006: 0@ = 0
0006: 3@ = 0
0C8B: samp 0@ = get_player_count streamed_only 1
000E: 0@ -= 1
0006: 1@ = 0
:SUDAK_1315
00D6: if and
0B5C: samp is_player 1@ paused
0B20: samp 2@ = actor_handle_by_samp_player_id 1@
004D: jump_if_false @SUDAK_1346
000A: 3@ += 1
:SUDAK_1346
000A: 1@ += 1
0019: 1@ > 1000
004D: jump_if_false @SUDAK_1315
0AD3: 13@ = format "Èãðîêîâ â ñòðèìå: %d" 0@
0B6F: render font 10@ draw_text 13@ pos 11@ 12@ color -1
000A: 12@ += 15
0AD3: 13@ = format "Èãðîêîâ AFK: %d" 3@
0B6F: render font 10@ draw_text 13@ pos 11@ 12@ color -1
0002: jump @SUDAK_1258
hex
4B FD 24 6D F5 C8 0D 5E 3B 17 D3 AB 07
end