- 9
- 3
Здарова, читерюги, а так же форумчане
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)
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
Тема удалю.
По вопросам обращаться в ЛС, либо в комментарии.
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
По вопросам обращаться в ЛС, либо в комментарии.
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