[CLEO] Вопрос - Ответ
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[CM]Рафаэль |
Дата: Суббота, 05.09.2015, 20:19 | Сообщение # 1
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Cheat-Master
Сообщений: 3080
Статус: Offline
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В этой теме задаются вопросы по CLEO, конкретным опкодам (например, назначение того или иного опкода) и т.д.
Форма вопроса: Код [color=#1E90FF][b]Вопрос:[/b][/color] text
Форма ответа: Код [color=#1E90FF][b]Ответ:[/b][/color] text
Мой Shop Официальный гарант
Контактные данные: VK: vk.com/ali_benua Skype: lvinyipen Telegram: @AliBenua ICQ: 552-090-283
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karabawka |
Дата: Воскресенье, 06.09.2015, 00:27 | Сообщение # 1441
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Главный предприниматель
Сообщений: 1121
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Цитата darkes (  ) Это коды SF2.3, если не ошибаюсь. Сейчас они нумеруются от 0 до 4
Спасибо за информацию. Я на сайте разработчика просто смотрел, там в таком виде было написано.
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inaJIbl4 |
Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1442
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Новичок
Сообщений: 1
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Можно ли поставить активацию ГМа, к примеру на нажатие клавиши мыши? X7
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Кoт |
Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1443
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Цитата inaJIbl4 (  ) Можно ли поставить активацию ГМа, к примеру на нажатие клавиши мыши? X7 Зная номер клавиши - да
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Druid_g-ka |
Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1444
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Новичок
Сообщений: 27
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Ребят, помогите пожалуйста, что мне делать?
Выдает ошибку при компилировании .cs файла...
Неверный символ в индентификаторе $NONAME_1473.
Код http://s7.uploads.ru/CRwWb.png
Код // This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 06.11.2008 {$CLEO .cs}
//-------------MAIN--------------- 0662: NOP "SYSTEMFV12" 0001: wait 0 ms 03A4: name_thread "$NONAME" 0004: $76 = 0 0004: $78 = 0 0004: $79 = 0 0006: 18@ = 0 0000: NOP 0050: gosub @$NONAME_1473 0050: gosub @$NONAME_2525
:$NONAME_73 0001: wait 0 ms 0050: gosub @$NONAME_173 0050: gosub @$NONAME_228 0050: gosub @$NONAME_290 00D6: if or 0038: $76 == 1 0038: $78 == 1 0038: $79 == 1 004D: jump_if_false @$NONAME_141 03F0: enable_text_draw 0 0002: jump @$NONAME_166
:$NONAME_141 03F0: enable_text_draw 1 0050: gosub @$NONAME_359 0050: gosub @$NONAME_579 0050: gosub @$NONAME_1273
:$NONAME_166 0002: jump @$NONAME_73
:$NONAME_173 0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0 00D6: if 0038: $36 == 1 004D: jump_if_false @$NONAME_219 0004: $76 = 1 0002: jump @$NONAME_226
:$NONAME_219 0004: $76 = 0
:$NONAME_226 0051: return
:$NONAME_228 0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0 00D6: if or 0038: $77 == 1 0038: $77 == 2 004D: jump_if_false @$NONAME_281 0004: $78 = 1 0002: jump @$NONAME_288
:$NONAME_281 0004: $78 = 0
:$NONAME_288 0051: return
:$NONAME_290 00D6: if 06B9: cutscene_data_loaded 004D: jump_if_false @$NONAME_330 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @$NONAME_323 0004: $79 = 1
:$NONAME_323 0002: jump @$NONAME_337
:$NONAME_330 0004: $79 = 0
:$NONAME_337 0051: return 00D6: if 0019: 7@ > 0 004D: jump_if_false @$NONAME_357
:$NONAME_357 0051: return
:$NONAME_359 0050: gosub @$NONAME_412 00D6: if and 0019: 11@ > 0 0965: actor $PLAYER_ACTOR swimming 004D: jump_if_false @$NONAME_410 0050: gosub @$NONAME_420 0050: gosub @$NONAME_450 0050: gosub @$NONAME_543
:$NONAME_410 0051: return
:$NONAME_412 0652: 11@ = integer_stat 4080
:$NONAME_420 0653: 12@ = float_stat 225 0013: 12@ *= 1.5 000B: 12@ += 1150.0 0051: return
:$NONAME_450 0007: 5@ = 570.0 0007: 6@ = 106.0 00D6: if 0025: 12@ > 11@ // (float) 004D: jump_if_false @$NONAME_541 0007: 5@ = 608.0 0073: 12@ /= 11@ // (float) 0073: 6@ /= 12@ // (float) 0087: 11@ = 6@ // (float) 0017: 11@ /= 2.0 0063: 5@ -= 11@ // (float)
:$NONAME_541 0051: return
:$NONAME_543 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 5@ 600.0 size 6@ 7.0 RGBA 150 200 255 180 0051: return
:$NONAME_579 0050: gosub @$NONAME_1220 0050: gosub @$NONAME_773 0050: gosub @$NONAME_914 0050: gosub @$NONAME_1074 0050: gosub @$NONAME_1178 0050: gosub @$NONAME_623 0051: return
:$NONAME_623 000A: 13@ += 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 13@ position 290.0 330.0 size 45.0 45.0 RGBA 255 255 255 255 00D6: if 0039: 18@ == 1 004D: jump_if_false @$NONAME_771 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 19@ position 230.0 390.0 size 35.0 30.0 RGBA 150 150 150 200 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 20@ position 250.0 350.0 size 35.0 35.0 RGBA 150 150 150 200
:$NONAME_771 0051: return
:$NONAME_773 00D6: if 0039: 21@ == 0 004D: jump_if_false @$NONAME_805 0050: gosub @$NONAME_1243 000A: 15@ += 1
:$NONAME_805 000E: 15@ -= 1 00D6: if 8019: not 15@ > 0 004D: jump_if_false @$NONAME_837 0006: 15@ = 13
:$NONAME_837 0050: gosub @$NONAME_1055 00D6: if or 0039: 15@ == 1 8039: not 24@ == -1 004D: jump_if_false @$NONAME_898 0085: 19@ = 23@ // (int) 000A: 19@ += 1 0006: 21@ = 0 0002: jump @$NONAME_912
:$NONAME_898 0006: 21@ = 1 0002: jump @$NONAME_773
:$NONAME_912 0051: return
:$NONAME_914 00D6: if 0039: 22@ == 0 004D: jump_if_false @$NONAME_946 0050: gosub @$NONAME_1243 000A: 15@ += 1
:$NONAME_946 000A: 15@ += 1 00D6: if 0019: 15@ > 13 004D: jump_if_false @$NONAME_978 0006: 15@ = 1
:$NONAME_978 0050: gosub @$NONAME_1055 00D6: if or 0039: 15@ == 1 8039: not 24@ == -1 004D: jump_if_false @$NONAME_1039 0085: 20@ = 23@ // (int) 000A: 20@ += 1 0006: 22@ = 0 0002: jump @$NONAME_1053
:$NONAME_1039 0006: 22@ = 1 0002: jump @$NONAME_914
:$NONAME_1053 0051: return
:$NONAME_1055 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon 23@ ammo 14@ model 24@ 0051: return
:$NONAME_1074 0050: gosub @$NONAME_1220 0085: 0@ = 13@ // (int) 0012: 0@ *= 112 000A: 0@ += 13150904 000A: 0@ += 32 0A8D: 30@ = read_memory 0@ size 4 virtual_protect 0 00D6: if 0019: 30@ > 0 004D: jump_if_false @$NONAME_1176 0050: gosub @$NONAME_1230 00D6: if 0039: 14@ == 0 004D: jump_if_false @$NONAME_1176 0555: remove_weapon 13@ from_actor $PLAYER_ACTOR
:$NONAME_1176 0051: return
:$NONAME_1178 00D6: if 803B: not 13@ == 23@ // (int) 004D: jump_if_false @$NONAME_1211 0006: 18@ = 1 0002: jump @$NONAME_1218
:$NONAME_1211 0006: 18@ = 0
:$NONAME_1218 0051: return
:$NONAME_1220 0470: 13@ = actor $PLAYER_ACTOR current_weapon 0051: return
:$NONAME_1230 041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo 0051: return
:$NONAME_1243 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 1816 0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0 0051: return
:$NONAME_1273 0051: return 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 50 position 17.0 330.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 350.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 370.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 390.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 410.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 430.0 size 0.0 0.0 RGBA 0 0 0 60 0051: return
:$NONAME_1473 0391: release_txd_dictionary 0390: load_txd_dictionary 'ARM' 038F: load_texture "FIST" as 1 // Load dictionary with 0390 first 038F: load_texture "KNUCKLS" as 2 // Load dictionary with 0390 first 038F: load_texture "GLFCLUB" as 3 // Load dictionary with 0390 first 038F: load_texture "NSTICK" as 4 // Load dictionary with 0390 first 038F: load_texture "KNIFE" as 5 // Load dictionary with 0390 first 038F: load_texture "BASBALB" as 6 // Load dictionary with 0390 first 038F: load_texture "SHOVEL" as 7 // Load dictionary with 0390 first 038F: load_texture "POOLCUE" as 8 // Load dictionary with 0390 first 038F: load_texture "KATANA" as 9 // Load dictionary with 0390 first 038F: load_texture "CHAINSW" as 10 // Load dictionary with 0390 first 038F: load_texture "DILDO" as 11 // Load dictionary with 0390 first 038F: load_texture "DILDO2" as 12 // Load dictionary with 0390 first 038F: load_texture "VIBE" as 13 // Load dictionary with 0390 first 038F: load_texture "VIBE2" as 14 // Load dictionary with 0390 first 038F: load_texture "FLOWERS" as 15 // Load dictionary with 0390 first 038F: load_texture "CANE" as 16 // Load dictionary with 0390 first 038F: load_texture "GRENADE" as 17 // Load dictionary with 0390 first 038F: load_texture "TEARGAS" as 18 // Load dictionary with 0390 first 038F: load_texture "MOLOTOV" as 19 // Load dictionary with 0390 first 038F: load_texture "PISTOL" as 23 // Load dictionary with 0390 first 038F: load_texture "SILENCD" as 24 // Load dictionary with 0390 first 038F: load_texture "DEAGLE" as 25 // Load dictionary with 0390 first 038F: load_texture "SHOTGUN" as 26 // Load dictionary with 0390 first 038F: load_texture "SAWNOFF" as 27 // Load dictionary with 0390 first 038F: load_texture "SPAS" as 28 // Load dictionary with 0390 first 038F: load_texture "UZI" as 29 // Load dictionary with 0390 first 038F: load_texture "MP5" as 30 // Load dictionary with 0390 first 038F: load_texture "AK47" as 31 // Load dictionary with 0390 first 038F: load_texture "M4" as 32 // Load dictionary with 0390 first 038F: load_texture "TEC9" as 33 // Load dictionary with 0390 first 038F: load_texture "CUNTGUN" as 34 // Load dictionary with 0390 first 038F: load_texture "SNIPER" as 35 // Load dictionary with 0390 first 038F: load_texture "ROCKETL" as 36 // Load dictionary with 0390 first 038F: load_texture "HSEEKER" as 37 // Load dictionary with 0390 first 038F: load_texture "FLAMET" as 38 // Load dictionary with 0390 first 038F: load_texture "MINIGUN" as 39 // Load dictionary with 0390 first 038F: load_texture "SATCHEL" as 40 // Load dictionary with 0390 first 038F: load_texture "DETNATR" as 41 // Load dictionary with 0390 first 038F: load_texture "SPRAYC" as 42 // Load dictionary with 0390 first 038F: load_texture "FXTING" as 43 // Load dictionary with 0390 first 038F: load_texture "CAMERA" as 44 // Load dictionary with 0390 first 038F: load_texture "NVGOGLS" as 45 // Load dictionary with 0390 first 038F: load_texture "IRGOGLS" as 46 // Load dictionary with 0390 first 038F: load_texture "PARCHUT" as 47 // Load dictionary with 0390 first 038F: load_texture "DRAW" as 49 // Load dictionary with 0390 first 038F: load_texture "HP" as 51 // Load dictionary with 0390 first 038F: load_texture "ARMOUR" as 52 // Load dictionary with 0390 first 038F: load_texture "FREN" as 53 // Load dictionary with 0390 first 038F: load_texture "130" as 54 // Load dictionary with 0390 first 0390: load_txd_dictionary 'HEAL' 038F: load_texture "160" as 60 // Load dictionary with 0390 first 038F: load_texture "155" as 61 // Load dictionary with 0390 first 038F: load_texture "150" as 62 // Load dictionary with 0390 first 038F: load_texture "145" as 63 // Load dictionary with 0390 first 038F: load_texture "140" as 64 // Load dictionary with 0390 first 038F: load_texture "135" as 65 // Load dictionary with 0390 first 038F: load_texture "130" as 66 // Load dictionary with 0390 first 038F: load_texture "125" as 67 // Load dictionary with 0390 first 038F: load_texture "120" as 68 // Load dictionary with 0390 first 038F: load_texture "115" as 69 // Load dictionary with 0390 first 038F: load_texture "110" as 70 // Load dictionary with 0390 first 038F: load_texture "105" as 71 // Load dictionary with 0390 first 038F: load_texture "100" as 72 // Load dictionary with 0390 first 038F: load_texture "95" as 73 // Load dictionary with 0390 first 038F: load_texture "90" as 74 // Load dictionary with 0390 first 038F: load_texture "85" as 75 // Load dictionary with 0390 first 038F: load_texture "80" as 76 // Load dictionary with 0390 first 038F: load_texture "75" as 77 // Load dictionary with 0390 first 038F: load_texture "70" as 78 // Load dictionary with 0390 first 038F: load_texture "65" as 79 // Load dictionary with 0390 first 038F: load_texture "60" as 80 // Load dictionary with 0390 first 038F: load_texture "55" as 81 // Load dictionary with 0390 first 038F: load_texture "50" as 82 // Load dictionary with 0390 first 038F: load_texture "45" as 83 // Load dictionary with 0390 first 038F: load_texture "40" as 84 // Load dictionary with 0390 first 038F: load_texture "35" as 85 // Load dictionary with 0390 first 038F: load_texture "30" as 86 // Load dictionary with 0390 first 038F: load_texture "25" as 87 // Load dictionary with 0390 first 038F: load_texture "20" as 88 // Load dictionary with 0390 first 038F: load_texture "15" as 89 // Load dictionary with 0390 first 038F: load_texture "10" as 90 // Load dictionary with 0390 first 038F: load_texture "05" as 91 // Load dictionary with 0390 first 038F: load_texture "0" as 92 // Load dictionary with 0390 first 0390: load_txd_dictionary 'BRON' 038F: load_texture "100" as 93 // Load dictionary with 0390 first 038F: load_texture "95" as 94 // Load dictionary with 0390 first 038F: load_texture "90" as 95 // Load dictionary with 0390 first 038F: load_texture "85" as 96 // Load dictionary with 0390 first 038F: load_texture "80" as 97 // Load dictionary with 0390 first 038F: load_texture "75" as 98 // Load dictionary with 0390 first 038F: load_texture "70" as 99 // Load dictionary with 0390 first 038F: load_texture "65" as 100 // Load dictionary with 0390 first 038F: load_texture "60" as 101 // Load dictionary with 0390 first 038F: load_texture "55" as 102 // Load dictionary with 0390 first 038F: load_texture "50" as 103 // Load dictionary with 0390 first 038F: load_texture "45" as 104 // Load dictionary with 0390 first 038F: load_texture "40" as 105 // Load dictionary with 0390 first 038F: load_texture "35" as 106 // Load dictionary with 0390 first 038F: load_texture "30" as 107 // Load dictionary with 0390 first 038F: load_texture "25" as 108 // Load dictionary with 0390 first 038F: load_texture "20" as 109 // Load dictionary with 0390 first 038F: load_texture "15" as 110 // Load dictionary with 0390 first 038F: load_texture "10" as 111 // Load dictionary with 0390 first 038F: load_texture "05" as 112 // Load dictionary with 0390 first 038F: load_texture "0" as 113 // Load dictionary with 0390 first
:$NONAME_2525 09BA: show_entered_zone_name 0 09B9: show_entered_car_name 0 0051: return
Сообщение отредактировал Druid_g-ka - Четверг, 21.11.2013, 09:49 |
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Meowricio |
Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1445
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Новичок
Сообщений: 8
Статус: Offline
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Цитата Druid_g-ka (  ) Ребят, помогите пожалуйста, что мне делать?
Выдает ошибку при компилировании .cs файла...
Неверный символ в индентификаторе $NONAME_1473. Символ "$" в ноунэймах не нравится компилятору, попробуй без него. Код // This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 06.11.2008 {$CLEO .cs}
//-------------MAIN--------------- 0662: NOP "SYSTEMFV12" 0001: wait 0 ms 03A4: name_thread "NONAME" 0004: $76 = 0 0004: $78 = 0 0004: $79 = 0 0006: 18@ = 0 0000: NOP 0050: gosub @NONAME_1473 0050: gosub @NONAME_2525
:NONAME_73 0001: wait 0 ms 0050: gosub @NONAME_173 0050: gosub @NONAME_228 0050: gosub @NONAME_290 00D6: if or 0038: $76 == 1 0038: $78 == 1 0038: $79 == 1 004D: jump_if_false @NONAME_141 03F0: enable_text_draw 0 0002: jump @NONAME_166
:NONAME_141 03F0: enable_text_draw 1 0050: gosub @NONAME_359 0050: gosub @NONAME_579 0050: gosub @NONAME_1273
:NONAME_166 0002: jump @NONAME_73
:NONAME_173 0A8D: $36 = read_memory 11989093 size 4 virtual_protect 0 00D6: if 0038: $36 == 1 004D: jump_if_false @NONAME_219 0004: $76 = 1 0002: jump @NONAME_226
:NONAME_219 0004: $76 = 0
:NONAME_226 0051: return
:NONAME_228 0A8D: $77 = read_memory 9873356 size 4 virtual_protect 0 00D6: if or 0038: $77 == 1 0038: $77 == 2 004D: jump_if_false @NONAME_281 0004: $78 = 1 0002: jump @NONAME_288
:NONAME_281 0004: $78 = 0
:NONAME_288 0051: return
:NONAME_290 00D6: if 06B9: cutscene_data_loaded 004D: jump_if_false @NONAME_330 00D6: if 82E9: not cutscene_reached_end 004D: jump_if_false @NONAME_323 0004: $79 = 1
:NONAME_323 0002: jump @NONAME_337
:NONAME_330 0004: $79 = 0
:NONAME_337 0051: return 00D6: if 0019: 7@ > 0 004D: jump_if_false @NONAME_357
:NONAME_357 0051: return
:NONAME_359 0050: gosub @NONAME_412 00D6: if and 0019: 11@ > 0 0965: actor $PLAYER_ACTOR swimming 004D: jump_if_false @NONAME_410 0050: gosub @NONAME_420 0050: gosub @NONAME_450 0050: gosub @NONAME_543
:NONAME_410 0051: return
:NONAME_412 0652: 11@ = integer_stat 4080
:NONAME_420 0653: 12@ = float_stat 225 0013: 12@ *= 1.5 000B: 12@ += 1150.0 0051: return
:NONAME_450 0007: 5@ = 570.0 0007: 6@ = 106.0 00D6: if 0025: 12@ > 11@ // (float) 004D: jump_if_false @NONAME_541 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_541 0051: return
:NONAME_543 03E3: set_texture_to_be_drawn_antialiased 1 038E: draw_box_position 5@ 600.0 size 6@ 7.0 RGBA 150 200 255 180 0051: return
:NONAME_579 0050: gosub @NONAME_1220 0050: gosub @NONAME_773 0050: gosub @NONAME_914 0050: gosub @NONAME_1074 0050: gosub @NONAME_1178 0050: gosub @NONAME_623 0051: return
:NONAME_623 000A: 13@ += 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 13@ position 290.0 330.0 size 45.0 45.0 RGBA 255 255 255 255 00D6: if 0039: 18@ == 1 004D: jump_if_false @NONAME_771 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 19@ position 230.0 390.0 size 35.0 30.0 RGBA 150 150 150 200 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 20@ position 250.0 350.0 size 35.0 35.0 RGBA 150 150 150 200
:NONAME_771 0051: return
:NONAME_773 00D6: if 0039: 21@ == 0 004D: jump_if_false @NONAME_805 0050: gosub @NONAME_1243 000A: 15@ += 1
:NONAME_805 000E: 15@ -= 1 00D6: if 8019: not 15@ > 0 004D: jump_if_false @NONAME_837 0006: 15@ = 13
:NONAME_837 0050: gosub @NONAME_1055 00D6: if or 0039: 15@ == 1 8039: not 24@ == -1 004D: jump_if_false @NONAME_898 0085: 19@ = 23@ // (int) 000A: 19@ += 1 0006: 21@ = 0 0002: jump @NONAME_912
:NONAME_898 0006: 21@ = 1 0002: jump @NONAME_773
:NONAME_912 0051: return
:NONAME_914 00D6: if 0039: 22@ == 0 004D: jump_if_false @NONAME_946 0050: gosub @NONAME_1243 000A: 15@ += 1
:NONAME_946 000A: 15@ += 1 00D6: if 0019: 15@ > 13 004D: jump_if_false @NONAME_978 0006: 15@ = 1
:NONAME_978 0050: gosub @NONAME_1055 00D6: if or 0039: 15@ == 1 8039: not 24@ == -1 004D: jump_if_false @NONAME_1039 0085: 20@ = 23@ // (int) 000A: 20@ += 1 0006: 22@ = 0 0002: jump @NONAME_1053
:NONAME_1039 0006: 22@ = 1 0002: jump @NONAME_914
:NONAME_1053 0051: return
:NONAME_1055 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 15@ weapon 23@ ammo 14@ model 24@ 0051: return
:NONAME_1074 0050: gosub @NONAME_1220 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_1176 0050: gosub @NONAME_1230 00D6: if 0039: 14@ == 0 004D: jump_if_false @NONAME_1176 0555: remove_weapon 13@ from_actor $PLAYER_ACTOR
:NONAME_1176 0051: return
:NONAME_1178 00D6: if 803B: not 13@ == 23@ // (int) 004D: jump_if_false @NONAME_1211 0006: 18@ = 1 0002: jump @NONAME_1218
:NONAME_1211 0006: 18@ = 0
:NONAME_1218 0051: return
:NONAME_1220 0470: 13@ = actor $PLAYER_ACTOR current_weapon 0051: return
:NONAME_1230 041A: 14@ = actor $PLAYER_ACTOR weapon 13@ ammo 0051: return
:NONAME_1243 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 1816 0A8D: 15@ = read_memory 0@ size 1 virtual_protect 0 0051: return
:NONAME_1273 0051: return 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 50 position 17.0 330.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 350.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 370.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 390.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 410.0 size 0.0 0.0 RGBA 0 0 0 60 038D: draw_texture 50 position 17.0 430.0 size 0.0 0.0 RGBA 0 0 0 60 0051: return
:NONAME_1473 0391: release_txd_dictionary 0390: load_txd_dictionary 'ARM' 038F: load_texture "FIST" as 1 // Load dictionary with 0390 first 038F: load_texture "KNUCKLS" as 2 // Load dictionary with 0390 first 038F: load_texture "GLFCLUB" as 3 // Load dictionary with 0390 first 038F: load_texture "NSTICK" as 4 // Load dictionary with 0390 first 038F: load_texture "KNIFE" as 5 // Load dictionary with 0390 first 038F: load_texture "BASBALB" as 6 // Load dictionary with 0390 first 038F: load_texture "SHOVEL" as 7 // Load dictionary with 0390 first 038F: load_texture "POOLCUE" as 8 // Load dictionary with 0390 first 038F: load_texture "KATANA" as 9 // Load dictionary with 0390 first 038F: load_texture "CHAINSW" as 10 // Load dictionary with 0390 first 038F: load_texture "DILDO" as 11 // Load dictionary with 0390 first 038F: load_texture "DILDO2" as 12 // Load dictionary with 0390 first 038F: load_texture "VIBE" as 13 // Load dictionary with 0390 first 038F: load_texture "VIBE2" as 14 // Load dictionary with 0390 first 038F: load_texture "FLOWERS" as 15 // Load dictionary with 0390 first 038F: load_texture "CANE" as 16 // Load dictionary with 0390 first 038F: load_texture "GRENADE" as 17 // Load dictionary with 0390 first 038F: load_texture "TEARGAS" as 18 // Load dictionary with 0390 first 038F: load_texture "MOLOTOV" as 19 // Load dictionary with 0390 first 038F: load_texture "PISTOL" as 23 // Load dictionary with 0390 first 038F: load_texture "SILENCD" as 24 // Load dictionary with 0390 first 038F: load_texture "DEAGLE" as 25 // Load dictionary with 0390 first 038F: load_texture "SHOTGUN" as 26 // Load dictionary with 0390 first 038F: load_texture "SAWNOFF" as 27 // Load dictionary with 0390 first 038F: load_texture "SPAS" as 28 // Load dictionary with 0390 first 038F: load_texture "UZI" as 29 // Load dictionary with 0390 first 038F: load_texture "MP5" as 30 // Load dictionary with 0390 first 038F: load_texture "AK47" as 31 // Load dictionary with 0390 first 038F: load_texture "M4" as 32 // Load dictionary with 0390 first 038F: load_texture "TEC9" as 33 // Load dictionary with 0390 first 038F: load_texture "CUNTGUN" as 34 // Load dictionary with 0390 first 038F: load_texture "SNIPER" as 35 // Load dictionary with 0390 first 038F: load_texture "ROCKETL" as 36 // Load dictionary with 0390 first 038F: load_texture "HSEEKER" as 37 // Load dictionary with 0390 first 038F: load_texture "FLAMET" as 38 // Load dictionary with 0390 first 038F: load_texture "MINIGUN" as 39 // Load dictionary with 0390 first 038F: load_texture "SATCHEL" as 40 // Load dictionary with 0390 first 038F: load_texture "DETNATR" as 41 // Load dictionary with 0390 first 038F: load_texture "SPRAYC" as 42 // Load dictionary with 0390 first 038F: load_texture "FXTING" as 43 // Load dictionary with 0390 first 038F: load_texture "CAMERA" as 44 // Load dictionary with 0390 first 038F: load_texture "NVGOGLS" as 45 // Load dictionary with 0390 first 038F: load_texture "IRGOGLS" as 46 // Load dictionary with 0390 first 038F: load_texture "PARCHUT" as 47 // Load dictionary with 0390 first 038F: load_texture "DRAW" as 49 // Load dictionary with 0390 first 038F: load_texture "HP" as 51 // Load dictionary with 0390 first 038F: load_texture "ARMOUR" as 52 // Load dictionary with 0390 first 038F: load_texture "FREN" as 53 // Load dictionary with 0390 first 038F: load_texture "130" as 54 // Load dictionary with 0390 first 0390: load_txd_dictionary 'HEAL' 038F: load_texture "160" as 60 // Load dictionary with 0390 first 038F: load_texture "155" as 61 // Load dictionary with 0390 first 038F: load_texture "150" as 62 // Load dictionary with 0390 first 038F: load_texture "145" as 63 // Load dictionary with 0390 first 038F: load_texture "140" as 64 // Load dictionary with 0390 first 038F: load_texture "135" as 65 // Load dictionary with 0390 first 038F: load_texture "130" as 66 // Load dictionary with 0390 first 038F: load_texture "125" as 67 // Load dictionary with 0390 first 038F: load_texture "120" as 68 // Load dictionary with 0390 first 038F: load_texture "115" as 69 // Load dictionary with 0390 first 038F: load_texture "110" as 70 // Load dictionary with 0390 first 038F: load_texture "105" as 71 // Load dictionary with 0390 first 038F: load_texture "100" as 72 // Load dictionary with 0390 first 038F: load_texture "95" as 73 // Load dictionary with 0390 first 038F: load_texture "90" as 74 // Load dictionary with 0390 first 038F: load_texture "85" as 75 // Load dictionary with 0390 first 038F: load_texture "80" as 76 // Load dictionary with 0390 first 038F: load_texture "75" as 77 // Load dictionary with 0390 first 038F: load_texture "70" as 78 // Load dictionary with 0390 first 038F: load_texture "65" as 79 // Load dictionary with 0390 first 038F: load_texture "60" as 80 // Load dictionary with 0390 first 038F: load_texture "55" as 81 // Load dictionary with 0390 first 038F: load_texture "50" as 82 // Load dictionary with 0390 first 038F: load_texture "45" as 83 // Load dictionary with 0390 first 038F: load_texture "40" as 84 // Load dictionary with 0390 first 038F: load_texture "35" as 85 // Load dictionary with 0390 first 038F: load_texture "30" as 86 // Load dictionary with 0390 first 038F: load_texture "25" as 87 // Load dictionary with 0390 first 038F: load_texture "20" as 88 // Load dictionary with 0390 first 038F: load_texture "15" as 89 // Load dictionary with 0390 first 038F: load_texture "10" as 90 // Load dictionary with 0390 first 038F: load_texture "05" as 91 // Load dictionary with 0390 first 038F: load_texture "0" as 92 // Load dictionary with 0390 first 0390: load_txd_dictionary 'BRON' 038F: load_texture "100" as 93 // Load dictionary with 0390 first 038F: load_texture "95" as 94 // Load dictionary with 0390 first 038F: load_texture "90" as 95 // Load dictionary with 0390 first 038F: load_texture "85" as 96 // Load dictionary with 0390 first 038F: load_texture "80" as 97 // Load dictionary with 0390 first 038F: load_texture "75" as 98 // Load dictionary with 0390 first 038F: load_texture "70" as 99 // Load dictionary with 0390 first 038F: load_texture "65" as 100 // Load dictionary with 0390 first 038F: load_texture "60" as 101 // Load dictionary with 0390 first 038F: load_texture "55" as 102 // Load dictionary with 0390 first 038F: load_texture "50" as 103 // Load dictionary with 0390 first 038F: load_texture "45" as 104 // Load dictionary with 0390 first 038F: load_texture "40" as 105 // Load dictionary with 0390 first 038F: load_texture "35" as 106 // Load dictionary with 0390 first 038F: load_texture "30" as 107 // Load dictionary with 0390 first 038F: load_texture "25" as 108 // Load dictionary with 0390 first 038F: load_texture "20" as 109 // Load dictionary with 0390 first 038F: load_texture "15" as 110 // Load dictionary with 0390 first 038F: load_texture "10" as 111 // Load dictionary with 0390 first 038F: load_texture "05" as 112 // Load dictionary with 0390 first 038F: load_texture "0" as 113 // Load dictionary with 0390 first
:NONAME_2525 09BA: show_entered_zone_name 0 09B9: show_entered_car_name 0 0051: return
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CM_Sener |
Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1446
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Новичок
Сообщений: 9
Статус: Offline
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:228 Actor.PutAt($PLAYER_ACTOR, 1411.5, -1699.614, 13.5395) wait 500 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1415.4922 -1807.8124 13.5469 jump @Next_127
в чём проблема? не делает проверку
Все лучшее.
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Meowricio |
Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1447
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Новичок
Сообщений: 8
Статус: Offline
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Цитата CM_Sener (  ) Next_127 Откуда метку взял?
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CM_Sener |
Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1448
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Новичок
Сообщений: 9
Статус: Offline
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ы
Все лучшее.
Сообщение отредактировал CM_Sener - Четверг, 21.11.2013, 16:01 |
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darkes |
Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1449
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Боец
Сообщений: 188
Статус: Offline
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Цитата CM_Sener (  ) в чём проблема? не делает проверку Какую проверку? Там даже проверки нет.
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CM_Sener |
Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1450
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Новичок
Сообщений: 9
Статус: Offline
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Как сделать чтоб телепортировалось на указанные координаты кордом? второй вопрос:Как сделать так что-бы при поджопнике Администратора игрока не подкидывало вверх?
Все лучшее.
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Кoт |
Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1451
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Сообщений: 1074
Статус: Offline
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Цитата CM_Sener (  ) второй вопрос:Как сделать так что-бы при поджопнике Администратора игрока не подкидывало вверх? Заморозить перса
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CM_Sener |
Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1452
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Новичок
Сообщений: 9
Статус: Offline
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Код напиши надо сделать так чтобы тебя проверили на гм и и дали поджопник, чтобы игрок не полетел вверх.
Все лучшее.
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Kolyan4k |
Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1453
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Боец
Сообщений: 101
Статус: Offline
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Изменил команду в готовом клео, теперь пишет капосом, помогите пожалуйста P.s. Скрин не мой, но проблема такая же http://plasmon.rghost.ru/50372308/image.png
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karabawka |
Дата: Воскресенье, 06.09.2015, 00:30 | Сообщение # 1454
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Главный предприниматель
Сообщений: 1121
Статус: Offline
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Цитата [CM]BitBox (  ) парни вот коды цветов скажите которыми пишется автор скрипта при входе в игру
Hex-код цвета нужен и все. Вот неплохой сервис для поиска цвета (клик). Именно в таком виде записывается параметр цвета в sampfuncs.
Цитата Kolyan4k (  )
В Sanny Builder сверху в меню сервис -> настройки -> сверху "форматирование" -> в правом нижнем углу Регистр букв, выбираешь "Как есть", сохраняешь и компилируешь скрипт.
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Kolyan4k |
Дата: Воскресенье, 06.09.2015, 00:30 | Сообщение # 1455
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Боец
Сообщений: 101
Статус: Offline
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Цитата karabawka (  ) В Sanny Builder сверху в меню сервис -> настройки -> сверху "форматирование" -> в правом нижнем углу Регистр букв, выбираешь "Как есть", сохраняешь и компилируешь скрипт. Спасибо, помог. Но вот еще один вопрос. Есть такое клео fakem(фэйк материалы) Так вот, тоже поменял команду на удобную мне, но оно не работает, также есть еще похожие клео, после компиляции не работают.
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