[CLEO] Помощь по редактированию скриптов
aritentd_228
Дата: Суббота, 05.09.2015, 22:04 | Сообщение # 676
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 $PICKUP_EMMETS_COLT45 position 99999.6 99999.0 size 650.0 455.47 RGBA 255 255 255 255 0051: return 0002: jump @NONAME_4070 :NONAME_4068 0051: return :NONAME_4070 00D6: if 0AB0: key_pressed 121 004D: jump_if_false @NONAME_4094 0051: return 0002: jump @NONAME_4103 :NONAME_4094 0050: gosub @NONAME_4103 0051: return :NONAME_4103 00BF: 27@ = current_time_hours, 28@ = current_time_minutes 00D6: if 001B: 10 > 28@ 004D: jump_if_false @NONAME_4143 0050: gosub @NONAME_4152 0002: jump @NONAME_4150 :NONAME_4143 0050: gosub @NONAME_4228 :NONAME_4150 0051: return :NONAME_4152 03E0: draw_text_behind_textures 1 033F: set_text_draw_letter_size 0.45 1.3 03E4: set_text_draw_align_right 1 081C: draw_text_outline 1 RGBA 0 0 0 200 0340: set_text_draw_RGBA 255 255 255 220 045B: draw_text_2numbers 999999.0 99999.0 GXT 'TIME_0' numbers 27@ 28@ // ~1~:0~1~ 0051: return :NONAME_4228 03E0: draw_text_behind_textures 1 033F: set_text_draw_letter_size 0.45 1.3 03E4: set_text_draw_align_right 1 081C: draw_text_outline 1 RGBA 0 0 0 200 0340: set_text_draw_RGBA 255 255 255 240 045B: draw_text_2numbers 9999.0 99999.0 GXT 'TIME' numbers 27@ 28@ // ~1~:~1~ 0051: return 00D6: if :NONAME_4308 0391: release_textures 0051: return :NONAME_4312 09BA: show_entered_zone_name 0 09B9: show_entered_car_name 0 0051: return
Как поменять расположение цифр? (HpHud)
✰✰✰ На Cheat - Master.ru 2945 дней ✰✰✰
Olegman10
Дата: Суббота, 05.09.2015, 22:04 | Сообщение # 677
Мактавишка :3
Статус: Offline
Цитата aritentd_228 (
)
045A: draw_text_1number 548.0 65.0 GXT 'NUMBER' number 26@ // ~1~
Вот в этой строчке ищи 548.0 и 65.0. Они отвечают за координаты
Russian Ice Gang - GTA Online Cheater CM с 16.10.2014 по **.**.****
SN0WG3N
Дата: Суббота, 05.09.2015, 22:04 | Сообщение # 678
Новичок
Сообщений: 13
Статус: Offline
Здравствуйте! Недачно я наткнулся на вот такой вот скрипт: http://cheat-master.ru/forum/129-346931-1, но это не аим, а просто прицел, и я решил изменить чуть чуть текст в скрипте. Вот что получилось:
Код
{$CLEO .cs} //-------------MAIN--------------- 0000: NOP :Noname_2 not SAMP.Available else_jump @Noname_23 wait 400 jump @Noname_2 :Noname_23 0AF8: samp add_message_to_chat "[Always Crosshair]: edit by SN0WG3N." color 4474111 - эту строчку вообще желательно убрать! 0B34: samp register_client_command "aa" to_label @Noname_339 0@ = Render.CreateFont("Calibri", 12, 4) alloc 4@ 2 format 4@ "+" :Noname_174 wait 0 if and 31@ == 1 not Actor.Driving($PLAYER_ACTOR) else_jump @Noname_332 0B60: convert_game_screen_coords 339.0 178.5 to_window_screen_coords 1@ 2@ 3@ = Render.FontDrawLength(0@, 4@) 0063: 2@ -= 3@ // (float) 3@ /= 2 0063: 1@ -= 3@ // (float) Render.DrawText(0@, 4@, 1@, 2@, -1) if and 00E1: player 0 pressed_key 17 80E1: not player 0 pressed_key 6 else_jump @Noname_332 :Noname_292 wait 0 SAMP.SetGameKeyState(6, 255) Render.DrawText(0@, 4@, 1@, 2@, -1) 80E1: not player 0 pressed_key 17 else_jump @Noname_292 :Noname_332 jump @Noname_174 :Noname_339 0B12: 31@ = 31@ XOR 1 if 31@ == 1 else_jump @Noname_410 0AF8: samp add_message_to_chat "[Always Crosshair]: {44FF44}Enabled" color 4474111 jump @Noname_447 :Noname_410 0AF8: samp add_message_to_chat "[Always Crosshair]: {44FF44}Disabled" color 4474111 :Noname_447 SAMP.CmdRet
Но не получается скомпилировать, что делать? Может кто помочь? Можно даже сразу готовый .cs
Сообщение отредактировал SN0WG3N - Четверг, 09.10.2014, 17:58
hekeemka
Дата: Суббота, 05.09.2015, 22:05 | Сообщение # 679
Боец
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В чём проблема? При нажатии insert игра зависает.
Код
{$CLEO .cs} 0000: :Start wait 0 if 0AB0: 45 jf @Start jump @Deistv :Deistv 5@ = Actor.Health($PLAYER_ACTOR) if 0018: 5@ > 50 jump @Deistv 0AF9: samp say_msg "/snicers" jump @Deistv
Мои темы : http://cheat-master.ru/forum/108-388600-1 - ZiiP's GTA http://cheat-master.ru/forum/188-672393-1 - Раздача аккаунтов ARZ
Кoт
Дата: Суббота, 05.09.2015, 22:05 | Сообщение # 680
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Цитата hekeemka (
)
В чём проблема? При нажатии insert игра зависает.
Цитата
{$CLEO .cs} 0000: wait 1500 // time for loading WHILE TRUE wait 0 if 0ab0: 45 then 0226: 0@ = actor $player_actor health if 0@ <= 50 // меньше или равно 50 then 0af9: "/snicers" end end END
zzOKzz
Дата: Суббота, 05.09.2015, 22:05 | Сообщение # 681
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Декомпилирую скачаный (написанный не мной) клео скрипт, потом без изменений компилирую его и SunnyBuilder выдает ошибку: "Неверный символ в идентификаторе $PLAYER_ACTOR_41." Я не понимаю, я же ничего не менял, почему ошибка? Код
:$PLAYER_ACTOR_41 wait 0 if Player.Defined($PLAYER_CHAR) jf @$PLAYER_ACTOR_41 if 0AB0: key_pressed 49 jf @$PLAYER_ACTOR_172 if Actor.HasWeapon($PLAYER_ACTOR, 22) jf @$PLAYER_ACTOR_108 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 22 :$PLAYER_ACTOR_108 if Actor.HasWeapon($PLAYER_ACTOR, 23) jf @$PLAYER_ACTOR_140 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 23
DubStep_
Дата: Суббота, 05.09.2015, 22:05 | Сообщение # 682
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zzOKzz , жми CTRL+R заменить: "$PLAYER_ACTOR_" на "Noname_"
SN0WG3N
Дата: Суббота, 05.09.2015, 22:05 | Сообщение # 683
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Цитата SN0WG3N (
)
Здравствуйте! Недачно я наткнулся на вот такой вот скрипт:
http://cheat-master.ru/forum/129-346931-1, но это не аим, а просто прицел, и я решил изменить чуть чуть текст в скрипте.
Вот что получилось:
Код
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
:Noname_2
not SAMP.Available
else_jump @Noname_23
wait 400
jump @Noname_2
:Noname_23
0AF8: samp add_message_to_chat "[Always Crosshair]: edit by SN0WG3N." color 4474111 - эту строчку вообще желательно убрать!
0B34: samp register_client_command "aa" to_label @Noname_339
0@ = Render.CreateFont("Calibri", 12, 4)
alloc 4@ 2
format 4@ "+"
:Noname_174
wait 0
if and
31@ == 1
not Actor.Driving($PLAYER_ACTOR)
else_jump @Noname_332
0B60: convert_game_screen_coords 339.0 178.5 to_window_screen_coords 1@ 2@
3@ = Render.FontDrawLength(0@, 4@)
0063: 2@ -= 3@ // (float)
3@ /= 2
0063: 1@ -= 3@ // (float)
Render.DrawText(0@, 4@, 1@, 2@, -1)
if and
00E1: player 0 pressed_key 17
80E1: not player 0 pressed_key 6
else_jump @Noname_332
:Noname_292
wait 0
SAMP.SetGameKeyState(6, 255)
Render.DrawText(0@, 4@, 1@, 2@, -1)
80E1: not player 0 pressed_key 17
else_jump @Noname_292
:Noname_332
jump @Noname_174
:Noname_339
0B12: 31@ = 31@ XOR 1
if
31@ == 1
else_jump @Noname_410
0AF8: samp add_message_to_chat "[Always Crosshair]: {44FF44}Enabled" color 4474111
jump @Noname_447
:Noname_410
0AF8: samp add_message_to_chat "[Always Crosshair]: {44FF44}Disabled" color 4474111
:Noname_447
SAMP.CmdRet
Но не получается скомпилировать, что делать? Может кто помочь? Можно даже сразу готовый .cs
Помогите пожалуйста.
DubStep_
Дата: Суббота, 05.09.2015, 22:05 | Сообщение # 684
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SN0WG3N ,
SN0WG3N
Дата: Суббота, 05.09.2015, 22:06 | Сообщение # 685
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Цитата DubStep_ (
)
SN0WG3N, Прикрепления: 1263199.cs(19Kb)
Огромное спасибо! Можно пожалуйста правильный код (который компилируется) в личку? Я хочу изменить еще пару сообщений :3
_MaxxX_
Дата: Суббота, 05.09.2015, 22:06 | Сообщение # 686
Новичок
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Ребят,крч вопрос такой.Как соеденять несколько клео в 1?
Кoт
Дата: Суббота, 05.09.2015, 22:06 | Сообщение # 687
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Цитата _MaxxX_ (
)
Ребят,крч вопрос такой.Как соеденять несколько клео в 1?
все зависит от кода и поэтому есть разные варианты.Покажи свои функции и мы ответим
_MaxxX_
Дата: Суббота, 05.09.2015, 22:06 | Сообщение # 688
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Цитата Кoт (
)
все зависит от кода и поэтому есть разные варианты.Покажи свои функции и мы ответим
Ну к примеру вот хочется соеденить 2 клео ГМ кар и переворот тачки.Вот 2 кода: ГМ кар: {$CLEO .cs} //-------------MAIN--------------- 0662: printstring "FOR CHEAT-MASTER.RU" 0662: printstring "BY STRONG" :NONAME_36 wait 0 if 0AB0: key_pressed 107 jf @NONAME_36 wait 0 018C: play_sound 1085 at 0.0 0.0 0.0 00BC: show_text_highpriority GXT 'CHEAT1' time 2000 flag 1 // KOD AKTNBNPOBAH Actor.SetImmunities($PLAYER_ACTOR, 1, 0, 0, 0, 0) wait 0 if Actor.Driving($PLAYER_ACTOR) jf @NONAME_326 2@ = Actor.CurrentCar($PLAYER_ACTOR) Car.SetImmunities(2@, 1, 1, 1, 1, 1) 053F: set_car 2@ tires_vulnerability 0 08C6: set_actor $PLAYER_ACTOR stay_on_bike 1 Car.ImmuneToNonPlayer(2@) = True 03F5: set_car 2@ apply_damage_rules 0 :NONAME_181 wait 0 if Actor.Driving($PLAYER_ACTOR) jf @NONAME_407 if 0AB0: key_pressed 109 jf @NONAME_181 wait 0 018C: play_sound 1085 at 0.0 0.0 0.0 00BC: show_text_highpriority GXT 'CHEAT8' time 2000 flag 1 // 4NT-KOD OTKLU4EH Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0) 08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 Car.SetImmunities(2@, 0, 0, 0, 0, 0) Car.ImmuneToNonPlayer(2@) = False 03F5: set_car 2@ apply_damage_rules 1 053F: set_car 2@ tires_vulnerability 1 wait 500 jump @NONAME_36 :NONAME_326 wait 0 if 0AB0: key_pressed 109 jf @NONAME_326 wait 0 018C: play_sound 1085 at 0.0 0.0 0.0 00BC: show_text_highpriority GXT 'CHEAT8' time 2000 flag 1 // 4NT-KOD OTKLU4EH Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0) jump @NONAME_36 :NONAME_407 wait 0 08C6: set_actor $PLAYER_ACTOR stay_on_bike 0 Car.SetImmunities(2@, 0, 0, 0, 0, 0) Car.ImmuneToNonPlayer(2@) = False 03F5: set_car 2@ apply_damage_rules 1 053F: set_car 2@ tires_vulnerability 1 jump @NONAME_326 -------------------------------------------------------------------------------------------------------------------------------------------- - Переворот тачки: {$CLEO .cs} //-------------MAIN--------------- 0000: NOP :NONAME_2 wait 10 if Player.Defined($PLAYER_CHAR) else_jump @NONAME_2 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2 if key_down 106 else_jump @NONAME_2 0@ = Actor.CurrentCar($PLAYER_ACTOR) 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0 Car.PutAt(0@, 1@, 2@, 3@) wait 200 jump @NONAME_2
Сообщение отредактировал _MaxxX_ - Пятница, 17.10.2014, 17:26
croco
Дата: Суббота, 05.09.2015, 22:06 | Сообщение # 689
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_MaxxX_ , легче всего будет создать в первом скрипте дополнительный поток и в него всунуть код второго скрипта.
Пришёл с благими намерениями.
Axwell
Дата: Суббота, 05.09.2015, 22:06 | Сообщение # 690
Бывалый
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В одном из скриптов создаешь отдельный поток в который пихаешь код второго скрипта. Где то на форуме видел функу создания потока, или на крайняк используй мгфанкс