Изменить CLEO скрипт

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Joe Mo

Новичок
Автор темы
98
23
Я скачал Cleo скрипт "fake" для DRP. При нажатии на кнопку "PD|Army" окно появляется слишком высоко (видно только половину окна). Как можно окно поместить пониже?
Я не разу не разрабатывал cleo, поэтому вообще ничего не понимаю тут. А скрипт данный очень нужен. Заранее спасибо :3
Вот код:
CLEO:
// This file was decompiled using SASCM.ini published by GTAG ([URL]http://gtag.gtagaming.com/opcode-database[/URL]) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
if
8AF7:   not
hex
03 1D 00 4D 00 01 E7 FF FF FF 4E 00
end
jump @NONAME_45

:NONAME_25
8AFA:   not
else_jump @NONAME_45
wait 0
jump @NONAME_25

:NONAME_45
gosub @NONAME_1890
gosub @NONAME_2186
gosub @NONAME_2581
gosub @NONAME_3915
gosub @NONAME_4749

:NONAME_80
wait 0
if and
0AB0:   key_pressed 48
8B21:   not
hex
8C 8B
end
else_jump @NONAME_190

:NONAME_103
0AB0:   key_pressed 48
else_jump @NONAME_125
wait 0
jump @NONAME_103

:NONAME_125
if
hex
87 8B
end
Camera.Shake()
else_jump @NONAME_155
hex
86 0B
end
Camera.Shake()
hex
00 01 5E FF FF FF
end

:NONAME_155
hex
86 0B
end
Camera.Shake()
hex
04 00
end
if
hex
8C 8B
end
else_jump @NONAME_186
hex
5D 0B 00 01 42 FF FF FF
end

:NONAME_186
hex
5D 0B 04 00
end

:NONAME_190
gosub @NONAME_1794
if
hex
87 0B
end
Camera.Shake()
else_jump @NONAME_520
hex
81 0B
end
Camera.Shake()
0103:   actor stopped_in_car
0203:   actor on_foot
if
  1@ == 257
else_jump @NONAME_520
if
  2@ == 1
else_jump @NONAME_298
if
hex
87 8B
end
0503: create_actor_on_rope_with_pedtype
else_jump @NONAME_291
hex
86 0B
end
0503: create_actor_on_rope_with_pedtype
hex
00 01 D6 FE FF FF
end

:NONAME_291
hex
86 0B
end
0503: create_actor_on_rope_with_pedtype
hex
04 00
end

:NONAME_298
if
  2@ == 2
else_jump @NONAME_353
if
hex
87 8B
end
0603: AS_actor
else_jump @NONAME_346
hex
86 0B
end
0603: AS_actor
hex
00 01 9F FE FF FF
end

:NONAME_346
hex
86 0B
end
0603: AS_actor
hex
04 00
end

:NONAME_353
if
  2@ == 3
else_jump @NONAME_408
if
hex
87 8B 03 09 00 4D 00 01 6F FE FF FF 86 0B 03 09
01 68 FE FF
end
86FF:   not any_ped_near_actor 2307@s in_range
hex
04 00
end

:NONAME_408
if
  2@ == 4
else_jump @NONAME_465
hex
86 0B
end
Camera.Shake()
hex
04 00 86 0B
end
0503: create_actor_on_rope_with_pedtype
hex
04 00 86 0B
end
0603: AS_actor
hex
04 00 86 0B 03 09
end
0400: store_coords_to
hex
86 0B 03 0A
end
0400: store_coords_to
hex
5D 0B 04 00
end

:NONAME_465
if
  2@ == 6
else_jump @NONAME_520
if
hex
87 8B 03 0A 00 4D 00 01 FF FD FF FF 86 0B 03 0A
01 F8 FD FF
end
86FF:   not any_ped_near_actor 2563@s in_range
hex
04 00
end

:NONAME_520
if
hex
87 0B
end
0503: create_actor_on_rope_with_pedtype
hex
81 0B
end
0503: create_actor_on_rope_with_pedtype
0103:   actor stopped_in_car
0203:   actor on_foot
if
  1@ == 257
else_jump @NONAME_627
if
  2@ == 7
else_jump @NONAME_602
0AB1: call_scm_func @NONAME_1012 5 5@ 6@ 0@ 9@ 10@ 

:NONAME_602
if
  2@ == 8
else_jump @NONAME_627
hex
86 0B
end
0503: create_actor_on_rope_with_pedtype
hex
04 00
end

:NONAME_627
if
hex
87 0B
end
0603: AS_actor
hex
81 0B
end
0603: AS_actor
0103:   actor stopped_in_car
0203:   actor on_foot
if
  1@ == 257
else_jump @NONAME_751
if
  2@ == 11
else_jump @NONAME_726
hex
45 0B
end
0703: set_tags_painted_percentage_at
0AB1: call_scm_func @NONAME_3072 7 6@ 5@ 0@ 7@ 8@ 9@ 10@ 7@ 8@ 

:NONAME_726
if
  2@ == 12
else_jump @NONAME_751
hex
86 0B
end
0603: AS_actor
hex
04 00
end

:NONAME_751
if
hex
87 0B 03 09
end
8100:   not actor 2307@s in_sphere in_car
0103:   actor stopped_in_car
0203:   actor on_foot
if
  1@ == 257
else_jump @NONAME_855
if
  2@ == 5
else_jump @NONAME_830
0AB1: call_scm_func @NONAME_4219 4 5@ 6@ 0@ 9@ 

:NONAME_830
if
  2@ == 6
else_jump @NONAME_855
hex
86 0B 03 09
end
0400: store_coords_to 0@ 9@

:NONAME_855
if
hex
87 0B 03 09
end
8100:   not actor 2563@s in_sphere in_car
0103:   actor stopped_in_car
0203:   actor on_foot
if
  1@ == 257
else_jump @NONAME_1005
if
  2@ == 9
else_jump @NONAME_937
0AB1: call_scm_func @NONAME_5214 5 5@ 6@ 0@ 9@ 10@ 

:NONAME_937
if
  2@ == 10
else_jump @NONAME_980
0AB1: call_scm_func @NONAME_5643 5 5@ 6@ 0@ 9@ 10@ 

:NONAME_980
if
  2@ == 11
else_jump @NONAME_1005
hex
86 0B 03 0A
end
0400: store_coords_to 0@ 9@ 10@ from_object

:NONAME_1005
jump @NONAME_80

:NONAME_1012
0AC8: 11@ = allocate_memory_size 128
0AC8: 12@ = allocate_memory_size 128
0AC8: 13@ = allocate_memory_size 256
hex
89 0B
end
Camera.Shake()
hex
0B 00 89 0B
end
Camera.Shake()
hex
0C 00 17 0C
end
0B03: move_directory // IF and SET
hex
03 0E 00 D6
end
0400: store_coords_to 0@ 9@ 10@ from_object
  14@ > 0
else_jump @NONAME_1734
hex
17 0C 03 0C 00 03 0E 00
end
if
  14@ > 0
else_jump @NONAME_1690
0AD4: 29@ = scan_string 11@ format "%d" 11@ 
0AD4: 29@ = scan_string 12@ format "%d/%d/%d/%d/%d" 14@ 15@ 16@ 17@ 18@ 
0AD3: 13@ = format "%d:%02d ~n~~b~%02d-%02d-%04d" 14@ 15@ 16@ 17@ 18@ 
0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 'CATX_UB' 10@ 
0AA5: call 7439872 num_params 2 pop 2 10@ 13@ 
00BA: show_text_styled GXT "CATX_UB" time 1000 style 2
0085: 19@ = 11@ // (int)
19@ /= 60
0AF8:
hex
0E 28 C2 FB 20 EE F2 FB E3 F0 E0 EB E8 20 E7 E0
20 F7 E0 F1 20 25 64 20 F1 E5 EA F3 ED E4 20 28
7E 25 64 20 EC E8 ED F3 F2 29 04 FF
end
0B03: move_directory // IF and SET
hex
03 13 00 00
end
04ED: load_animation "COP_AMBIENT"
04ED: load_animation "COP_AMBIENT"
if
04EE:   animation "COP_AMBIENT" loaded
else_jump @NONAME_1673
0605: actor $PLAYER_ACTOR perform_animation "COPLOOK_WATCH" IFP "COP_AMBIENT" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 2000
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_1508
hex
86 0B
end
Camera.Shake()
hex
04 00 86 0B
end
0103:   actor stopped_in_car
hex
04 00 86 0B
end
0203:   actor on_foot
hex
04 00 86 0B
end
0303: show_text_4numbers_highpriority GXT
hex
04 00 86 0B 03 04
end
0400: store_coords_to 0 0 0 from_object
hex
5D 0B 04 00
end

:NONAME_1508
00C0: set_current_time_hours_to 14@ minutes_to 0
32@ = 0

:NONAME_1522
   not 32@ > 2000
else_jump @NONAME_1633
wait 0
if and
  32@ > 500
   not 32@ >= 1500
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_1619
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_1612
hex
9E 0B
end
0203:   actor on_foot
0504:
hex
04 00
end
0AB1: call_scm_func @NONAME_5183 0 

:NONAME_1612
jump @NONAME_1633

:NONAME_1619
00C0: set_current_time_hours_to 14@ minutes_to 0
jump @NONAME_1522

:NONAME_1633
0616: define_AS_pack_end 28@
0618: assign_actor $PLAYER_ACTOR to_AS_pack 28@
061B: remove_references_to_AS_pack 28@
04EF: release_animation "COP_AMBIENT"
jump @NONAME_1683

:NONAME_1673
0AF8:
hex
0E 05 66 61 6C 73 00 01 41 F9 FF FF
end

:NONAME_1690
0AF8:
hex
0E 1E CF EE EB E5 20 E4 E0 F2 FB 20 ED E5 20 EC
EE E6 E5 F2 20 E1 FB F2 FC 20 EF F3 F1 F2 FB EC
04 FF 00 02 00 01 12 F9 FF FF F8 0A 0E 0A 0E 21
CF EE EB E5 20 E2 F0 E5 EC E5 ED E8 20 ED E5 20
EC EE E6 E5 F2 20 E1 FB F2 FC 20 EF F3 F1 F2 FB
EC 04 FF 00 C9 0A 03 0B 00
end
0AC9: free_allocated_memory 12@
0AC9: free_allocated_memory 13@
0AB2: ret 0
if
0ADC:   test_cheat "draw"
else_jump @NONAME_1888
0AF8:
hex
0E 13 66 61 6B 65 20 64 69 61 6D 6F 6E 64 20 72
65 6C 6F 61 64 04 FF 00
end
0A92: create_custom_thread "fake.cs" 
hex
45 0B
end
0703: set_tags_painted_percentage_at
Pickup.Destroy(8@)
hex
A4 0B
end
Camera.Shake()
hex
A4 0B
end
0503: create_actor_on_rope_with_pedtype
hex
A4 0B
end
0603: AS_actor
hex
A4 0B 03 09 00 A4 0B 03 0A 00 4E 00
end

:NONAME_1888
return

:NONAME_1890
hex
80 0B 0E 0F 46 61 6B 65 20 44 69 61 6D 6F 6E 64
20 52
end
0350: set_actor
8600:   not actor 3@s in_cube_fll_corner_at stopped_on_foot
hex
04 00 5A 0B
end
0103:   actor stopped_in_car
0203:   actor on_foot
3@ = 200
4@ = 170
2@ /= 2
1@ /= 2
3@ /= 2
4@ /= 2
0062: 1@ -= 3@ // (int)
0062: 2@ -= 4@ // (int)
3@ *= 2
4@ *= 2
hex
84 0B
end
Camera.Shake()
0103:   actor stopped_in_car
0203:   actor on_foot
0303: show_text_4numbers_highpriority GXT
0403:
hex
00 93 0B 03 00 00
end
wait
hex
00 AA 82 0B
end
Camera.Shake()
hex
04 18 82 0B
end
Camera.Shake()
0204:   actor "Materials" near_car 40 radius 24 120 sphere 24 in_car
hex
82 0B
end
Camera.Shake()
0304:
hex
0E 05 44 72 75 67 73 04 32 04 30 04 64 04 18 82
0B 03 00 00 04 04 0E 05 43 6C 6F 73 65 04 32 04
60 04 64 04
end
8318:   not set_latest_mission_passed 3@s
hex
0E 0E 41 75 74 6F 53 63 72 65 65 6E 53 68 6F 74
end
0004: 120 = 200  // Note: the incorrect math opcode was used here
hex
04 18 82 0B
end
Camera.Shake()
0604: get_Z_angle_for_point "Army|PD" 50 store_to 72
hex
04 64 04 18 9E 0B
end
Camera.Shake()
0504:
hex
04 00 51 00
end

:NONAME_2186
hex
80 0B 0E 09 46 61 6B 65 20 54 69 6D 65 03 05 00
86 0B
end
0503: create_actor_on_rope_with_pedtype
hex
04 00 5A 0B
end
0103:   actor stopped_in_car
0203:   actor on_foot
3@ = 300
4@ = 250
2@ /= 2
1@ /= 2
3@ /= 2
4@ /= 2
0062: 1@ -= 3@ // (int)
0062: 2@ -= 4@ // (int)
3@ *= 2
4@ *= 2
1@ -= 300
hex
84 0B
end
0503: create_actor_on_rope_with_pedtype
0103:   actor stopped_in_car
0203:   actor on_foot
0303: show_text_4numbers_highpriority GXT
0403:
hex
00 93 0B 03 00 AA 91 0B
end
0503: create_actor_on_rope_with_pedtype
hex
04 18 88 0B
end
0503: create_actor_on_rope_with_pedtype
0204:   actor "" near_car 0 radius 24 300 sphere 40 in_car
hex
91 0B
end
0503: create_actor_on_rope_with_pedtype
0304:
hex
0E 1C C2 E2 E5 E4 E8 F2 E5 20 E4 E0 F2 F3 20 E2
20 F2 E0 EA EE EC 20 F4 EE F0 EC E0 F2 E5
end
0004: 64 = 300  // Note: the incorrect math opcode was used here
hex
04 18 91 0B
end
0503: create_actor_on_rope_with_pedtype
0404:
hex
0E 19 D7 E0 F1 2F CC E8 ED F3 F2 FB 2F C4 E5 ED
FC 2F CC E5 F1 FF F6 2F C3 EE
end
04E4: refresh_game_renderer_at
hex
04 58 05 2C 01 04 18 91 0B 03
end
5 = "Пример: 1/23/2/5/1991"
0004: 112 = 300  // Note: the incorrect math opcode was used here
hex
04 18 88 0B
end
0503: create_actor_on_rope_with_pedtype
0604: get_Z_angle_for_point "" 0 store_to 136
hex
05 2C 01 04 28 82 0B 03
end
7 = "Apply"
hex
04 64 05 B0 00 04 64 04 18 82 0B 03
end
8 = "Close"
hex
04 64 05 C8 00 04 64 04 18 51 00 80 0B 0E 0E 46
61 6B 65 20 4D 61 74 65 72 69 61 6C 73 03 06 00
86 0B
end
0603: AS_actor
hex
04 00 5A 0B
end
0103:   actor stopped_in_car
0203:   actor on_foot
3@ = 300
4@ = 325
2@ /= 2
1@ /= 2
3@ /= 2
4@ /= 2
0062: 1@ -= 3@ // (int)
0062: 2@ -= 4@ // (int)
3@ *= 2
4@ *= 2
1@ += 300
hex
84 0B
end
0603: AS_actor
0103:   actor stopped_in_car
0203:   actor on_foot
0303: show_text_4numbers_highpriority GXT
0403:
hex
00 93 0B 03 00 AA 91 0B
end
0603: AS_actor
hex
04 18 88 0B
end
0603: AS_actor
0204:   actor "" near_car 0 radius 24 300 sphere 40 in_car
hex
91 0B
end
0603: AS_actor
0304:
hex
0E 23 C2 E2 E5 E4 E8 F2 E5 20 EA EE EB E8 F7 E5
F1 F2 E2 EE 20 EC E0 EA F1 2E 20 EC E0 F2 E5 F0
E8 E0 EB EE
end
04E2: NOP
hex
04 40 05 2C 01 04
end
8818:   not actor 1539@s in_air
0400: store_coords_to 40 0 0 from_object 14 with_offset
0004: 88 = 300  // Note: the incorrect math opcode was used here
hex
04 28 91 0B
end
0603: AS_actor
0504:
hex
0E 08 58 20 6F 66 66 73 65 74
end
0004: 128 = 100  // Note: the incorrect math opcode was used here
hex
04 18 96 0B
end
0603: AS_actor
0604: get_Z_angle_for_point 10 152 store_to 280
hex
04 18 04 64 91 0B
end
0603: AS_actor
0704: car "Y offset" drive_to 0 176 100
hex
04 18 96 0B
end
0603: AS_actor
hex
04 64 91 0B
end
0603: AS_actor
0904: get_interface "Z offset" color_RGBA_to 0 224 100 24
hex
96 0B
end
0603: AS_actor
0A04: NOP
0A04: NOP
hex
05 F8 00 05
end
   Actor.Dead(24)
hex
04 64 82 0B
end
0603: AS_actor
0B04: copy_file "Apply" to 100 // IF and SET
hex
05 14 01 04 64 04 18 82 0B 03
end
12 = "Close"
hex
05 C8 00 05 04 18 83 0B
end
0603: AS_actor
hex
04 0D 0E 03 42 6F 78 04 00 05 04 18 51 00
end

:NONAME_3072
if
hex
46 0B
end
0303: show_text_4numbers_highpriority GXT
else_jump @NONAME_3093
hex
45 0B
end
0303: show_text_4numbers_highpriority GXT

:NONAME_3093
if
   not 4@ == 0
else_jump @NONAME_3116
Pickup.Destroy(4@)

:NONAME_3116
if
hex
92 0B
end
Camera.Shake()
hex
04 0D
end
else_jump @NONAME_3175
0AF8:
hex
0E 1F C2 FB 20 EF EE EB EE E6 E8 EB E8 20 FF F9
E8 EA 20 ED E0 20 F1 EA EB E0 E4 20 EC E0 F4 E8
E8 01 5C D6
end
00FF:   actor on_foot

:NONAME_3175
0AC8: 25@ = allocate_memory_size 128
0AC8: 15@ = allocate_memory_size 128
0AC8: 11@ = allocate_memory_size 128
hex
89 0B
end
Camera.Shake()
hex
19 00 89 0B
end
Camera.Shake()
0404:
hex
03 0F 00 1A 0C 03 19 00 1A 0C 03 0F 00 03 0F 00
end
0AD3: 11@ = format "Загружено: {33AA33}%d/%d" 25@ 15@ 
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 19@ closest_ped_to 21@
if
  19@ > 0
else_jump @NONAME_3866
0A97: 22@ = car 19@ struct
22@ += 1660
0A8D: 9@ = read_memory 22@ size 4 virtual_protect 0
if
   not 9@ == 0
else_jump @NONAME_3840
0AA7: call_function 8325520 num_params 1 pop 1 9@ 10@ 
0A8E: 21@ = 10@ + 48 // int
0A8E: 22@ = 10@ + 52 // int
0A8E: 23@ = 10@ + 56 // int
0A8D: 21@ = read_memory 21@ size 4 virtual_protect 0
0A8D: 22@ = read_memory 22@ size 4 virtual_protect 0
0A8D: 23@ = read_memory 23@ size 4 virtual_protect 0
hex
97 0B
end
Camera.Shake()
hex
10 00 97 0B
end
Camera.Shake()
hex
07 00 97 0B
end
Camera.Shake()
0A04: NOP
   Car.HasHydraulics()
0093: 16@ = integer 16@ to_float
0093: 7@ = integer 7@ to_float
0093: 8@ = integer 8@ to_float
16@ *= 0.01
7@ *= -0.01
8@ *= -0.01
005B: 21@ += 16@ // (float)
005B: 22@ += 7@ // (float)
005B: 23@ += 8@ // (float)
23@ += 0.5
hex
44 0B
end
0B03: move_directory // IF and SET
hex
04 FF 03 15 00 03
end
23@ /= 50.0
0004: -1 = -1  // Note: the incorrect math opcode was used here
0303: show_text_4numbers_highpriority GXT
Model.Load(19133)

:NONAME_3585
   not Model.Available(19133)
else_jump @NONAME_3608
wait 0
jump @NONAME_3585

:NONAME_3608
Model.Load(19130)

:NONAME_3613
   not Model.Available(19133)
else_jump @NONAME_3636
wait 0
jump @NONAME_3613

:NONAME_3636
23@ -= 0.7
4@ = Pickup.Create(19133, 3, 21@, 22@, 23@)
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_3722
hex
86 0B
end
Camera.Shake()
hex
04 00 86 0B
end
0103:   actor stopped_in_car
hex
04 00 86 0B
end
0203:   actor on_foot
hex
04 00 86 0B
end
0503: create_actor_on_rope_with_pedtype
hex
04 00 86 0B
end
0603: AS_actor
hex
04 00 5D 0B
end
0004: 2.939812E-39 = 0  // Note: the incorrect math opcode was used here

:NONAME_3729
   not 32@ > 2000
else_jump @NONAME_3833
wait 0
if and
  32@ > 500
   not 32@ >= 1500
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_3826
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_3819
hex
9E 0B
end
0203:   actor on_foot
0504:
hex
04 00
end
0AB1: call_scm_func @NONAME_5183 0 

:NONAME_3819
jump @NONAME_3833

:NONAME_3826
jump @NONAME_3729

:NONAME_3833
jump @NONAME_3859

:NONAME_3840
0AF8:
hex
0E 0C 66 61 6C 73 65 20 63 72 65 61 74 65 04 FF
00 02 00 01 CF F0 FF FF
end

:NONAME_3866
0AF8:
hex
0E 10 D0 FF E4 EE EC 20 ED E5 F2 20 EC E0 F8 E8
ED FB 04 FF 00 C9 0A 03 0B 00
end
0AC9: free_allocated_memory 25@
0AC9: free_allocated_memory 15@
0AB2: ret 2 3@ 4@

:NONAME_3915
hex
80 0B 0E 0A 46 61 6B 65 20 44 72 75 67 73 03 09
end
8600:   not actor 2307@s in_cube_fll_corner_at stopped_on_foot
hex
04 00 5A 0B
end
0103:   actor stopped_in_car
0203:   actor on_foot
3@ = 300
4@ = 130
2@ /= 2
1@ /= 2
3@ /= 2
4@ /= 2
0062: 1@ -= 3@ // (int)
0062: 2@ -= 4@ // (int)
3@ *= 2
4@ *= 2
2@ -= 130
2@ -= 20
hex
84 0B 03 09 00 03
end
wait 2@
0303: show_text_4numbers_highpriority GXT
0403:
hex
00 93 0B 03 00 AA 91 0B 03 09 C2 E2 E5 E4 E8 F2
E5 20 F0 E0 ED E3 3A 04
end
0400: store_coords_to 23@ 4@ 0 from_object
hex
04 69 04 18 88 0B 03 09 04 28 91 0B 03 09 0E 19
C2 E2 E5 E4 E8 F2 E5 20 EA EE EB E8 F7 E5 F1 F2
E2 EE 20 ED E0 F0 EA EE 3A 04 00 04 28 05 C8 00
04 18 88 0B 03 09
end
0400: store_coords_to 40 4@ 0 from_object 14 with_offset
hex
05 CD 00 04 28 04 5F 04 28 82 0B 03
end
5 += "Apply"
hex
04 32 04 50 04 64 04 18 82 0B 03 09 43 6C 6F 73
65 05
end
0096: make 80 absolute_float
hex
04 64 04 18 51 00
end

:NONAME_4219
0AC8: 14@ = allocate_memory_size 128
0AC8: 5@ = allocate_memory_size 128
hex
89 0B
end
0303: show_text_4numbers_highpriority GXT
hex
0E 00 89 0B
end
0303: show_text_4numbers_highpriority GXT
0404:
0503: create_actor_on_rope_with_pedtype
hex
17 0C 03 0E 00 03 06 00
end
if
  6@ > 0
else_jump @NONAME_4528
hex
17 0C
end
0503: create_actor_on_rope_with_pedtype
0603: AS_actor
if
  6@ > 0
else_jump @NONAME_4478
hex
1A 0C
end
0503: create_actor_on_rope_with_pedtype
0503: create_actor_on_rope_with_pedtype
0AF8:
hex
0E 29 C2 FB 20 EF EE EB EE E6 E8 EB E8 20 ED E0
20 F1 EA EB E0 E4 20 EC E0 F4 E8 E8 20 ED E0 F0
EA EE F2 E8 EA E8 28 2B 25 64 29 01 FF AA
end
0033:   5@ >=  // Note: the incorrect math opcode was used here
0B2B:
hex
02 0C 00 03 06 00 36 0B
end
0603: AS_actor
0703: set_tags_painted_percentage_at
0AF8:
hex
0E 40 25 73 20 25 73 20 5B 25 64 5D 20 EF EE EB
EE E6 E8 EB 28 E0 29 20 ED E0 20 F1 EA EB E0 E4
20 EC E0 F4 E8 E8 20 7B 36 36 63 63 30 30 7D 25
64 20 E3 F0 E0 EC EC 20 ED E0 F0 EA EE F2 E8 EA
EE E2 01 FF 99 33 00 03
end
000E: 7@ -= 6@  // Note: the incorrect math opcode was used here
0503: create_actor_on_rope_with_pedtype
0200:
hex
00 01 57 EE FF FF F8 0A 0E 24 CF EE EB E5 20 ED
E0 F0 EA EE F2 E8 EA EE E2 20 ED E5 20 EC EE E6
E5 F2 20 E1 FB F2 FC 20 EF F3 F1 F2 FB EC 04 FF
00 02 00 01 2A EE FF FF F8 0A 0E 1F CF EE EB E5
20 F0 E0 ED E3 E0 20 ED E5 20 EC EE E6 E5 F2 20
E1 FB F2 FC 20 EF F3 F1 F2 FB EC 04 FF 00
end
0AC9: free_allocated_memory 14@
0AC9: free_allocated_memory 5@
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_4633
hex
86 0B
end
Camera.Shake()
hex
04 00 86 0B
end
0103:   actor stopped_in_car
hex
04 00 86 0B
end
0203:   actor on_foot
hex
04 00 86 0B
end
0303: show_text_4numbers_highpriority GXT
hex
04 00 86 0B 03 04
end
0400: store_coords_to 40 4@ 0 from_object
hex
5D 0B
end
0004: 2.939812E-39 = 0  // Note: the incorrect math opcode was used here

:NONAME_4640
   not 32@ > 2000
else_jump @NONAME_4744
wait 0
if and
  32@ > 500
   not 32@ >= 1500
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_4737
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_4730
hex
9E 0B
end
0203:   actor on_foot
0504:
hex
04 00
end
0AB1: call_scm_func @NONAME_5183 0 

:NONAME_4730
jump @NONAME_4744

:NONAME_4737
jump @NONAME_4640

:NONAME_4744
0AB2: ret 0

:NONAME_4749
hex
80 0B 0E 10 46 61 6B 65 20 43 68 61 74 20 61 6E
64 20 50 44 03 0A
end
8600:   not actor 2563@s in_cube_fll_corner_at stopped_on_foot
hex
04 00 5A 0B
end
0103:   actor stopped_in_car
0203:   actor on_foot
3@ = 300
4@ = 250
2@ /= 2
1@ /= 2
3@ /= 2
4@ /= 2
0062: 1@ -= 3@ // (int)
0062: 2@ -= 4@ // (int)
3@ *= 2
4@ *= 2
2@ -= 250
2@ -= 100
hex
84 0B 03 0A 00 03
end
wait 2@
0303: show_text_4numbers_highpriority GXT
0403:
hex
00 93 0B 03 00 AA 91 0B 03 0A C2 E2 E5 E4 E8 F2
E5 20 F0 E0 ED E3 3A 04
end
0400: store_coords_to 40 4@ 0 from_object
hex
04 69 04 18 88 0B 03 0A 04 28 91 0B 03 0A 0E 12
C2 E2 E5 E4 E8 F2 E5 20 F1 EE EE E1 F9 E5 ED E8
E5 3A
end
0004: 40 = 200  // Note: the incorrect math opcode was used here
hex
04 18 88 0B 03 0A
end
0400: store_coords_to 40 4@ 0 from_object 14 with_offset
0004: 64 = 300  // Note: the incorrect math opcode was used here
hex
04 28 91 0B 03 0A 0E 0C C2 E2 E5 E4 E8 F2 E5 20
ED E8 EA 3A
end
0004: 114 = 100  // Note: the incorrect math opcode was used here
hex
04 18 88 0B 03 0A 04 28 91 0B 03 0A 00 04 07 0E
19 C2 E2 E5 E4 E5 E4 E8 F2 E5 20 EA EE EB E8 F7
E5 F1 F2 E2 EE 20 EC E8 ED F3 F2 3A 04 00 05 04
18 88 0B 03 0A 00 04 08 0E 00 05 CD 00 05 00 05
end
0090: 95 = float 40 to_integer
hex
82 0B 03 0A 04 18 82 0B 03 0A 0E 02 50 44 04 64
05 C2 00 04 64 04 18 82 0B 03
end
11 += "Close"
hex
05 C8 00 05 04 18 51 00 F7 0A
end
Camera.Shake()
0@ += 1129476
0A8C: write_memory 0@ size 1 value 1 virtual_protect 0
0AB2: ret 0

:NONAME_5214
0AC8: 5@ = allocate_memory_size 256
0AC8: 6@ = allocate_memory_size 256
hex
11 0C
end
0503: create_actor_on_rope_with_pedtype
256 = 780@v
0006: 0 = 256  // Note: the incorrect math opcode was used here
hex
89 0B 03 04
end
0400: store_coords_to 40 4@ 0 from_object &1283 with_offset
hex
89 0B 03 04 00 04 04 03 06 00 17 0C 03 05 00 03
07 00 D6 00 04 00 19
end
0400: store_coords_to
0703: set_tags_painted_percentage_at
hex
04 00
end
else_jump @NONAME_5428
hex
17 0C
end
0603: AS_actor
0703: set_tags_painted_percentage_at
if
  7@ > 0
else_jump @NONAME_5384
0B2B:
hex
02 0C 00 03 07 00 36 0B
end
0703: set_tags_painted_percentage_at
   Car.HasHydraulics()
0AF8:
hex
0E 11 5B 46 5D 20 25 73 20 25 73 5B 25 64 5D 3A
20 25 73 01 B4 82
end
0046:   5@ == 8@ // (float)
0703: set_tags_painted_percentage_at
0603: AS_actor
0200:
hex
00 01 D3 EA FF FF
end

:NONAME_5384
0AF8:
hex
0E 1E D1 EE EE E1 F9 E5 ED E8 E5 20 ED E5 20 EC
EE E6 E5 F2 20 E1 FB F2 FC 20 EF F3 F1 F2 FB EC
04 FF 00 02 00 01 AC EA FF FF F8 0A 0E 19 D0 E0
ED E3 20 ED E5 20 EC EE E6 E5 F2 20 E1 FB F2 FC
20 EF F3 F1 F2 FB EC 04 FF 00
end
0AC9: free_allocated_memory 5@
0AC9: free_allocated_memory 6@
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_5527
hex
86 0B
end
Camera.Shake()
hex
04 00 86 0B
end
0103:   actor stopped_in_car
hex
04 00 86 0B
end
0203:   actor on_foot
hex
04 00 86 0B
end
0303: show_text_4numbers_highpriority GXT
hex
04 00 86 0B 03 04
end
0400: store_coords_to
hex
5D 0B
end
0004: 2.939812E-39 = 0  // Note: the incorrect math opcode was used here

:NONAME_5534
   not 32@ > 2000
else_jump @NONAME_5638
wait 0
if and
  32@ > 500
   not 32@ >= 1500
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_5631
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_5624
hex
9E 0B
end
0203:   actor on_foot
0504:
hex
04 00
end
0AB1: call_scm_func @NONAME_5183 0 

:NONAME_5624
jump @NONAME_5638

:NONAME_5631
jump @NONAME_5534

:NONAME_5638
0AB2: ret 0

:NONAME_5643
0AC8: 5@ = allocate_memory_size 256
0AC8: 6@ = allocate_memory_size 256
hex
11 0C
end
0503: create_actor_on_rope_with_pedtype
256 = 780@v
0006: 0 = 256  // Note: the incorrect math opcode was used here
hex
89 0B 03 04
end
0400: store_coords_to
hex
06 00 17 0C
end
0503: create_actor_on_rope_with_pedtype
0703: set_tags_painted_percentage_at
if
  7@ > 0
else_jump @NONAME_5863
hex
17 0C
end
0603: AS_actor
0703: set_tags_painted_percentage_at
if
  7@ > 0
else_jump @NONAME_5815
hex
1A 0C
end
0603: AS_actor
0603: AS_actor
0AF8:
hex
0E 21 C2 FB 20 EF EE EC E5 F1 F2 E8 EB E8 20 25
73 20 E2 20 CA CF C7 20 ED E0 20 25 64 20 EC E8
ED F3 F2 01 DB 99
end
0033:   5@ >= 6@  // Note: the incorrect math opcode was used here
0200:
hex
00 01 20 E9 FF FF
end

:NONAME_5815
0AF8:
hex
0E 22 CF EE EB E5 20 27 CC E8 ED F3 F2 FB 27 20
ED E5 20 EC EE E6 E5 F2 20 E1 FB F2 FC 20 EF F3
F1 F2 FB EC 04 FF 00 02 00 01 F3 E8 FF FF F8 0A
0E 1F CF EE EB E5 20 27 CD E8 EA 27 20 ED E5 20
EC EE E6 E5 F2 20 E1 FB F2 FC 20 EF F3 F1 F2 FB
EC 04 FF 00
end
0AC9: free_allocated_memory 5@
0AC9: free_allocated_memory 6@
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_6079
hex
86 0B
end
Camera.Shake()
hex
04 00 86 0B
end
0103:   actor stopped_in_car
hex
04 00 86 0B
end
0203:   actor on_foot
hex
04 00 86 0B
end
0303: show_text_4numbers_highpriority GXT
hex
04 00 86 0B 03 04
end
0400: store_coords_to
hex
5D 0B
end
0004: 2.939812E-39 = 0  // Note: the incorrect math opcode was used here

:NONAME_5975
   not 32@ > 2000
else_jump @NONAME_6079
wait 0
if and
  32@ > 500
   not 32@ >= 1500
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_6072
if
hex
92 0B
end
0203:   actor on_foot
0504:
else_jump @NONAME_6065
hex
9E 0B
end
0203:   actor on_foot
0504:
hex
04 00
end
0AB1: call_scm_func @NONAME_5183 0 

:NONAME_6065
jump @NONAME_6079

:NONAME_6072
jump @NONAME_5975

:NONAME_6079
0AB2: ret 0
 

DarkP1xel

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