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Угарное Клео [DANCE]
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| Sone4ko |
Дата: Суббота, 16.07.2016, 01:11 | Сообщение # 1
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Боец
Сообщений: 152
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Привет читерюги Я думаю вы любите танцы?дискотеки?красивых девушек? Но для этого нам нужно уметь красиво танцевать Этот клео поможет нам Ссылка: https://yadi.sk/d/RJJfE0DEtLjho Видео: Активация: Backspace
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| deadboy |
Дата: Суббота, 16.07.2016, 01:20 | Сообщение # 2
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Боец
Сообщений: 187
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А эти танцы все видят или визуал?
ВСЕХ ЛЮБЛЮ
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| Пушистик[CM] |
Дата: Суббота, 16.07.2016, 01:25 | Сообщение # 3
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Боец
Сообщений: 139
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Визуально ?
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| Alfedosanto |
Дата: Суббота, 16.07.2016, 01:35 | Сообщение # 4
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Бывалый
Сообщений: 189
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Чисто, вроде не визуально.
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| XyL[i]gaN4eG |
Дата: Суббота, 16.07.2016, 05:14 | Сообщение # 5
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Боец
Сообщений: 99
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Проверьте на stealer
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| mariyaoreshkina |
Дата: Суббота, 16.07.2016, 05:40 | Сообщение # 6
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Любитель
Сообщений: 42
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Довольно старый клео) Но этой версии здесь не было ;)
Код // This file was decompiled using SASCM.ini published by **** (****************) on 14.6.2013 {$CLEO .cs}
//-------------MAIN--------------- thread 'MDC' 06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string 17@ = 1 18@ = 0 19@ = 0 29@ = -2
:MDC_56 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @MDC_56 if $ONMISSION == 0 else_jump @MDC_56 if and 09E7: player $PLAYER_CHAR not_frozen not Actor.Driving($PLAYER_ACTOR) 0AB0: key_pressed 8 else_jump @MDC_56 0826: enable_hud 0 0581: enable_radar 0 if 29@ >= -1 else_jump @MDC_1751
:MDC_145 04ED: load_animation v$DANCE_ANIM_IFP if 84EE: not animation v$DANCE_ANIM_IFP loaded else_jump @MDC_177 wait 0 jump @MDC_145
:MDC_177 gosub @MDC_449 jump @MDC_191
:MDC_191 if 17@ == 17 else_jump @MDC_397 if 19@ == 0 else_jump @MDC_258 06D1: v$DANCE_ANIM_IFP = "WOP" // v$ = string 17@ = 1 19@ = 1 jump @MDC_365
:MDC_258 if 19@ == 1 else_jump @MDC_309 06D1: v$DANCE_ANIM_IFP = "GFUNK" // v$ = string 17@ = 1 19@ = 2 jump @MDC_365
:MDC_309 if 19@ == 2 else_jump @MDC_365 06D1: v$DANCE_ANIM_IFP = "RUNNINGMAN" // v$ = string 17@ = 1 19@ = 0 jump @MDC_365
:MDC_365 04ED: load_animation v$DANCE_ANIM_IFP if 84EE: not animation v$DANCE_ANIM_IFP loaded else_jump @MDC_397 wait 0 jump @MDC_365
:MDC_397 if and 09E7: player $PLAYER_CHAR not_frozen not Actor.Driving($PLAYER_ACTOR) 0AB0: key_pressed 8 else_jump @MDC_429 jump @MDC_56
:MDC_429 04EF: release_animation v$DANCE_ANIM_IFP 0826: enable_hud 1 0581: enable_radar 1 jump @MDC_1940
:MDC_449 if 18@ == 0 else_jump @MDC_493 18@ = 1 wait 250 18@ = 0 jump @MDC_495
:MDC_493 return
:MDC_495 0871: init_jump_table 17@ total_jumps 15 default_jump 1 @MDC_623 jumps 2 @MDC_652 3 @MDC_681 4 @MDC_710 5 @MDC_739 6 @MDC_768 7 @MDC_797 8 @MDC_826 0872: jump_table_jumps 9 @MDC_855 10 @MDC_884 11 @MDC_914 12 @MDC_944 13 @MDC_974 14 @MDC_1004 15 @MDC_1034 16 @MDC_1064 -1 @MDC_1094
:MDC_623 06D1: v$DANCE_ANIM = "DANCE_G1" // v$ = string 17@ = 2 jump @MDC_1094
:MDC_652 06D1: v$DANCE_ANIM = "DANCE_G2" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_681 06D1: v$DANCE_ANIM = "DANCE_G3" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_710 06D1: v$DANCE_ANIM = "DANCE_G4" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_739 06D1: v$DANCE_ANIM = "DANCE_G5" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_768 06D1: v$DANCE_ANIM = "DANCE_G6" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_797 06D1: v$DANCE_ANIM = "DANCE_G7" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_826 06D1: v$DANCE_ANIM = "DANCE_G8" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_855 06D1: v$DANCE_ANIM = "DANCE_G9" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_884 06D1: v$DANCE_ANIM = "DANCE_G10" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_914 06D1: v$DANCE_ANIM = "DANCE_G11" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_944 06D1: v$DANCE_ANIM = "DANCE_G12" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_974 06D1: v$DANCE_ANIM = "DANCE_G13" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_1004 06D1: v$DANCE_ANIM = "DANCE_G14" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_1034 06D1: v$DANCE_ANIM = "DANCE_G15" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_1064 06D1: v$DANCE_ANIM = "DANCE_G16" // v$ = string 17@ += 1 jump @MDC_1094
:MDC_1094 0812: AS_actor $PLAYER_ACTOR perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB if 29@ >= -2 else_jump @MDC_1749 0085: 30@ = 29@ // (int) 0871: init_jump_table 29@ total_jumps 7 default_jump -1 @MDC_1749 jumps 0 @MDC_1671 1 @MDC_1594 2 @MDC_1517 3 @MDC_1440 4 @MDC_1363 5 @MDC_1286 6 @MDC_1209
:MDC_1209 if 056D: actor 0@(29@,7i) defined else_jump @MDC_1279 if not Actor.Dead(0@(29@,7i)) else_jump @MDC_1279 0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1279 29@ -= 1
:MDC_1286 if 056D: actor 0@(29@,7i) defined else_jump @MDC_1356 if not Actor.Dead(0@(29@,7i)) else_jump @MDC_1356 0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1356 29@ -= 1
:MDC_1363 if 056D: actor 0@(29@,7i) defined else_jump @MDC_1433 if not Actor.Dead(0@(29@,7i)) else_jump @MDC_1433 0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1433 29@ -= 1
:MDC_1440 if 056D: actor 0@(29@,7i) defined else_jump @MDC_1510 if not Actor.Dead(0@(29@,7i)) else_jump @MDC_1510 0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1510 29@ -= 1
:MDC_1517 if 056D: actor 0@(29@,7i) defined else_jump @MDC_1587 if not Actor.Dead(0@(29@,7i)) else_jump @MDC_1587 0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1587 29@ -= 1
:MDC_1594 if 056D: actor 0@(29@,7i) defined else_jump @MDC_1664 if not Actor.Dead(0@(29@,7i)) else_jump @MDC_1664 0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1664 29@ -= 1
:MDC_1671 if 056D: actor 0@(29@,7i) defined else_jump @MDC_1741 if not Actor.Dead(0@(29@,7i)) else_jump @MDC_1741 0812: AS_actor 0@(29@,7i) perform_animation v$DANCE_ANIM IFP v$DANCE_ANIM_IFP framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
:MDC_1741 0085: 29@ = 30@ // (int)
:MDC_1749 return
:MDC_1751 29@ = 0 0@(29@,7i) = 0 07AF: 25@ = player $PLAYER_CHAR group 092B: 0@ = group 25@ member 0 092B: 1@ = group 25@ member 1 092B: 2@ = group 25@ member 2 092B: 3@ = group 25@ member 3 092B: 4@ = group 25@ member 4 092B: 5@ = group 25@ member 5 092B: 6@ = group 25@ member 6 if 056D: actor 0@ defined else_jump @MDC_1919
:MDC_1863 wait 0 if 056D: actor 0@(29@,7i) defined else_jump @MDC_1933 29@ += 1 if 29@ >= 7 else_jump @MDC_1863 jump @MDC_56
:MDC_1919 29@ = -1 jump @MDC_56
:MDC_1933 jump @MDC_56
:MDC_1940 29@ = 0
:MDC_1947 wait 0 if 056D: actor 0@(29@,7i) defined else_jump @MDC_2005 Actor.RemoveReferences(0@(29@,7i)) 29@ += 1 if 29@ >= 7 else_jump @MDC_1947
:MDC_2005 29@ = -2 jump @MDC_56
1000 дней на CM :33
Сообщение отредактировал mariyaoreshkina - Суббота, 16.07.2016, 05:40 |
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| Sone4ko |
Дата: Суббота, 16.07.2016, 07:51 | Сообщение # 7
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Боец
Сообщений: 152
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всем видно Добавлено (16.07.2016, 07:51) --------------------------------------------- Up Добавлено (16.07.2016, 07:51) --------------------------------------------- up Добавлено (16.07.2016, 07:51) --------------------------------------------- up Добавлено (16.07.2016, 07:51) --------------------------------------------- up
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| -Masson- |
Дата: Суббота, 14.10.2017, 23:57 | Сообщение # 8
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Сообщений: 2529
Статус: Offline
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