CLEO Анимации

Статус
В этой теме нельзя размещать новые ответы.

Андрей Санчез

Новичок
Автор темы
9
3
Здарова, читерюги, а так же форумчане
happy.gif

В данной теме я выложу [CLEO] Анимки.
Польза этого клео почти никакая. Она предназначена для веселья, для отыгровки РП.

Активация: Пробел(Shift) + 1-10. Пробел(Shift) + A-Z. (Пробел или Shift держать нажатым, потом нажать на другую клавишу, до появления анимации.)
В клео около 30 анимаций.


Скачать: http://ad-file.com/6gC5BnNFz

Видео:

(Видео не мое)

Код:
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
04ED: load_animation "BEACH"
04EE:   animation "BEACH" loaded
04ED: load_animation "PAULNMAC"
04EE:   animation "PAULNMAC" loaded
04ED: load_animation "MISC"
04EE:   animation "MISC" loaded
04ED: load_animation "RIOT"
04EE:   animation "RIOT" loaded
04ED: load_animation "BENCHPRESS"
04EE:   animation "BENCHPRESS" loaded
04ED: load_animation "RIOT"
04EE:   animation "RIOT" loaded
04ED: load_animation "RAPPING"
04EE:   animation "RAPPING" loaded
04ED: load_animation "STRIP"
04EE:   animation "STRIP" loaded
04ED: load_animation "SPRAYCAN"
04EE:   animation "SPRAYCAN" loaded
04ED: load_animation "POLICE"
04EE:   animation "POLICE" loaded
04ED: load_animation "GHANDS"
04EE:   animation "GHANDS" loaded
04ED: load_animation "OTB"
04EE:   animation "OTB" loaded
04ED: load_animation "PARK"
04EE:   animation "PARK" loaded
04ED: load_animation "SHOP"
04EE:   animation "SHOP" loaded
04ED: load_animation "BSKTBALL"
04EE:   animation "BSKTBALL" loaded
04ED: load_animation "CAMERA"
04EE:   animation "CAMERA" loaded
04ED: load_animation "CAR"
04EE:   animation "CAR" loaded
04ED: load_animation "GFUNK"
04EE:   animation "GFUNK" loaded
04ED: load_animation "MEDIC"
04EE:   animation "MEDIC" loaded
04ED: load_animation "SWEET"
04EE:   animation "SWEET" loaded
04ED: load_animation "ON_LOOKERS"
04EE:   animation "ON_LOOKERS" loaded
04ED: load_animation "FOOD"
04EE:   animation "FOOD" loaded
04ED: load_animation "LOWRIDER"
04EE:   animation "LOWRIDER" loaded

:NONAME_450
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 49
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_560
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "PARKSIT_W_LOOP" IFP_file "BEACH" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_450

:NONAME_560
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 50
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_767
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0615: define_AS_pack_begin $ACTSEQ
0605: actor -1 perform_animation_sequence "WANK_IN" IFP_file "PAULNMAC" 4.0 loop 0 1 1 1 time -1 // versionA
0605: actor -1 perform_animation_sequence "WANK_LOOP" IFP_file "PAULNMAC" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "WANK_OUT" IFP_file "PAULNMAC" 4.0 loop 0 1 1 0 time -1 // versionA
0616: define_AS_pack_end $ACTSEQ
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ
061B: remove_references_to_AS_pack $ACTSEQ
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_560

:NONAME_767
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 51
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_876
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "RAP_A_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_767

:NONAME_876
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 52
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_985
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "RAP_B_LOOP" IFP_file "LOWRIDER" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_876

:NONAME_985
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 53
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1102
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "GYM_BP_CELEBRATE" IFP_file "BENCHPRESS" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_985

:NONAME_1102
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 54
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1204
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "HIT_WALK" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1102

:NONAME_1204
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 55
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1308
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "RIOT_FUKU" IFP_file "RIOT" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1204

:NONAME_1308
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 56
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1413
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "RIOT_ANGRY" IFP_file "RIOT" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1308

:NONAME_1413
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 57
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1519
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "LAUGH_01" IFP_file "RAPPING" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1413

:NONAME_1519
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 90
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1624
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "DANCE_G12" IFP_file "GFUNK" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1519

:NONAME_1624
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 88
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1728
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "WALK_DRUNK" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1624

:NONAME_1728
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 67
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1840
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SPRAYCAN_FULL" IFP_file "SPRAYCAN" 4.0 loop 0 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1728

:NONAME_1840
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 86
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_1950
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SCRATCHBALLS_01" IFP_file "MISC" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1840

:NONAME_1950
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 66
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2055
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "BD_CLAP" IFP_file "DANCING" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_1950

:NONAME_2055
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 78
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2158
0605: actor $PLAYER_ACTOR perform_animation_sequence "ROB_LOOP_THREAT" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2055

:NONAME_2158
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 77
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2264
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "DOOR_KICK" IFP_file "POLICE" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2158

:NONAME_2264
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 188
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2371
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "FALL_SKYDIVE" IFP_file "PED" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2264

:NONAME_2371
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 190
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2647
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0615: define_AS_pack_begin $ACTSEQ
0605: actor -1 perform_animation_sequence "RHGSIGN1" IFP_file "GHANDS" 4.0 loop 0 1 1 1 time -1 // versionA
0605: actor -1 perform_animation_sequence "RHGSIGN2" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "RHGSIGN3" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "RHGSIGN4" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "RHGSIGN5" IFP_file "GHANDS" 4.0 loop 0 1 1 0 time -1 // versionA
0616: define_AS_pack_end $ACTSEQ
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ
061B: remove_references_to_AS_pack $ACTSEQ
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2371

:NONAME_2647
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 191
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2755
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "WTCHRACE_LOSE" IFP_file "OTB" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2647

:NONAME_2755
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 81
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2858
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SEAT_IDLE" IFP_file "PED" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2755

:NONAME_2858
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 69
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3062
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0615: define_AS_pack_begin $ACTSEQ
0605: actor -1 perform_animation_sequence "TAI_CHI_IN" IFP_file "PARK" 4.0 loop 0 1 1 1 time -1 // versionA
0605: actor -1 perform_animation_sequence "TAI_CHI_LOOP" IFP_file "PARK" 4.0 loop 0 1 1 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "TAI_CHI_OUT" IFP_file "PARK" 4.0 loop 0 1 1 0 time -1 // versionA
0616: define_AS_pack_end $ACTSEQ
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ACTSEQ
061B: remove_references_to_AS_pack $ACTSEQ
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_2858

:NONAME_3062
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 82
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3165
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "ARRESTGUN" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3062

:NONAME_3165
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 84
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3264
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "COWER" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3165

:NONAME_3264
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 85
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3365
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "HANDSUP" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3264

:NONAME_3365
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 89
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3472
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "KO_SHOT_FRONT" IFP_file "PED" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3365

:NONAME_3472
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 221
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3579
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "STR_LOOP_C" IFP_file "STRIP" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3472

:NONAME_3579
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 219
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3686
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "BBALL_JUMP_SHOT" IFP_file "BSKTBALL" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3579

:NONAME_3686
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 189
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3794
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "HIKER_POSE_L" IFP_file "MISC" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3686

:NONAME_3794
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 187
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_3900
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "HIKER_POSE" IFP_file "MISC" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3794

:NONAME_3900
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 73
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4003
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "STRIP_D" IFP_file "STRIP" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_3900

:NONAME_4003
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 79
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4109
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "PUN_HOLLER" IFP_file "STRIP" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4003

:NONAME_4109
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 80
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4213
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SMOKE_RYD" IFP_file "SHOP" 4.0 loop 1 0 0 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4109

:NONAME_4213
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 70
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4326
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "BBALL_IDLELOOP" IFP_file "BSKTBALL" 4.0 loop 1 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4213

:NONAME_4326
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 71
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4437
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "POINTUP_IN" IFP_file "ON_LOOKERS" 4.0 loop 0 1 1 1 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4326

:NONAME_4437
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 72
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4546
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "CAMSTND_CMON" IFP_file "CAMERA" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4437

:NONAME_4546
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 74
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4649
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "FLAG_DROP" IFP_file "CAR" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4546

:NONAME_4649
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 75
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4754
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "GFWAVE2" IFP_file "KISSING" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4649

:NONAME_4754
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 76
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4853
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "CPR" IFP_file "MEDIC" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4754

:NONAME_4853
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 186
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_4963
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "COPTRAF_STOP" IFP_file "POLICE" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4853

:NONAME_4963
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 222
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_5074
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SWEET_ASS_SLAP" IFP_file "SWEET" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_4963

:NONAME_5074
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 192
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_5181
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "EAT_VOMIT_P" IFP_file "FOOD" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_5074

:NONAME_5181
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 113
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_5288
06AB: set_actor $PLAYER_ACTOR all_weapons_hidden 1
0605: actor $PLAYER_ACTOR perform_animation_sequence "SHAKE_CARSH" IFP_file "GANGS" 4.0 loop 0 1 1 0 time -1 // versionA
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_5181

:NONAME_5288
wait 0
if and
0AB0:   key_pressed 32
0AB0:   key_pressed 48
   not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_450
0687: clear_actor $PLAYER_ACTOR task
00BC: show_text_highpriority GXT 'OFF' time 2500 flag 1
wait 300
018C: play_sound 1057 at 0.0 0.0 0.0
jump @NONAME_5288


Тема не баян, не видел ещё таких. Видел на подобие такого CLEO, но не такое. Если же я был слепым - скиньте ссылку на оригинал, тапками прошу не кидаться
smile.gif
Тема удалю.


По вопросам обращаться в ЛС, либо в комментарии.
 
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Lexion

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На говно мастере такой же выкладывали полгода назад :boss:
Видео даже такое же.:jokingly:
 
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