[CLEO] Вопрос - Ответ - Страница 97 - Форум Cheat-Master.ru
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[CLEO] Вопрос - Ответ
[CM]Рафаэль Дата: Суббота, 05.09.2015, 20:19 | Сообщение # 1
Cheat-Master
Сообщений: 3080
Статус: Offline

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
karabawka Дата: Воскресенье, 06.09.2015, 00:27 | Сообщение # 1441
Главный предприниматель
Сообщений: 1121
Статус: Offline
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.
inaJIbl4 Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1442
Новичок
Сообщений: 1
Статус: Offline
Можно ли поставить активацию ГМа, к примеру на нажатие клавиши мыши? X7
Кoт Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1443

Сообщений: 1074
Статус: Offline
Цитата inaJIbl4 ()
Можно ли поставить активацию ГМа, к примеру на нажатие клавиши мыши? X7

Зная номер клавиши - да


Druid_g-ka Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1444
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Сообщений: 27
Статус: Offline
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
Meowricio Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1445
Новичок
Сообщений: 8
Статус: Offline
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
CM_Sener Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1446
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Сообщений: 9
Статус: Offline
: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.
Meowricio Дата: Воскресенье, 06.09.2015, 00:28 | Сообщение # 1447
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Сообщений: 8
Статус: Offline
Цитата CM_Sener ()
Next_127

Откуда метку взял?
CM_Sener Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1448
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Сообщений: 9
Статус: Offline
ы

Все лучшее.

Сообщение отредактировал CM_Sener - Четверг, 21.11.2013, 16:01
darkes Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1449
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Сообщений: 188
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Цитата CM_Sener ()
в чём проблема?
не делает проверку

Какую проверку? Там даже проверки нет.
CM_Sener Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1450
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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?


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Кoт Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1451

Сообщений: 1074
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Цитата CM_Sener ()
второй вопрос:Как сделать так что-бы при поджопнике Администратора игрока не подкидывало вверх?

Заморозить перса


CM_Sener Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1452
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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.
Kolyan4k Дата: Воскресенье, 06.09.2015, 00:29 | Сообщение # 1453
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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
karabawka Дата: Воскресенье, 06.09.2015, 00:30 | Сообщение # 1454
Главный предприниматель
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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 ()
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


В Sanny Builder сверху в меню сервис -> настройки -> сверху "форматирование" -> в правом нижнем углу Регистр букв, выбираешь "Как есть", сохраняешь и компилируешь скрипт.
Kolyan4k Дата: Воскресенье, 06.09.2015, 00:30 | Сообщение # 1455
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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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