{$CLEO .cs}
thread "Boring"
:ct
wait 0
if
0AB0: 89 {Y}
then
if
call @is_cp_active 0
then
call @get_cp_pos 0 1@ 2@ 3@
if
044B: $PLAYER_ACTOR on_Foot
then
068D: get_camera_position_to 4@ 5@ 6@
if
06BD: no_obstacles_between 4@ 5@ 6@ and 1@ 2@ 3@ solid 1 car 0 actor 0 object 1 particle 0
then
0AB1: call @char_goto 4 XYZ 1@ 2@ 3@ sprint true
end
end
end
end
jump @ct
:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485: return_true
ELSE 059A: return_false
END
0AA3: freelib 0@
0AB2: ret 0
:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@
:char_goto
repeat
wait 0
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 2@
0063: 0@ -= 4@
0063: 1@ -= 5@
0604: get_Z_angle_for_point 0@ 1@ store_to 2@
005B: 0@ += 4@
005B: 1@ += 5@
2@ *= 0.01745
0A96: 4@ = actor $PLAYER_ACTOR struct
4@ += 0x558
0A8C: write_memory 4@ size 4 value 2@ virtual_protect 0
0373: set_camera_directly_behind_player
if
3@ == true
then
if
8118: actor $PLAYER_ACTOR dead
then
4@ = 0xB73458
4@ += 0x20
0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // value 0 = disable sprint
4@ = 0xB73458
4@ += 0x3
0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // walk
else
break
end
////
else
////
if
8118: actor $PLAYER_ACTOR dead
then
4@ = 0xB73458
4@ += 0x20
0A8C: write_memory 4@ size 1 value 0 virtual_protect 0 // value 225 = enable sprint
4@ = 0xB73458
4@ += 0x3
0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // walk
else
break
end
end
until 00ED: actor $PLAYER_ACTOR 0 near_point 0@ 1@ radius 1.0 1.0 on_foot
0AB2: ret 0
Boring...
PHP:{$CLEO .cs} thread "Boring" :ct wait 0 if 0AB0: 89 {Y} then if call @is_cp_active 0 then call @get_cp_pos 0 1@ 2@ 3@ if 044B: $PLAYER_ACTOR on_Foot then 068D: get_camera_position_to 4@ 5@ 6@ if 06BD: no_obstacles_between 4@ 5@ 6@ and 1@ 2@ 3@ solid 1 car 0 actor 0 object 1 particle 0 then 0AB1: call @char_goto 4 XYZ 1@ 2@ 3@ sprint true end end end end jump @ct :is_cp_active 0AA2: 0@ = loadlib "samp.dll" 0A8E: 1@ = 0@ + 0x21A10C 0A8D: 1@ = readMem 1@ sz 4 vp 0 1@ += 0x24 0A8D: 1@ = readMem 1@ sz 4 vp 0 IF 1@ == TRUE THEN 0485: return_true ELSE 059A: return_false END 0AA3: freelib 0@ 0AB2: ret 0 :get_cp_pos 0AA2: 0@ = loadlib "samp.dll" 0A8E: 1@ = 0@ + 0x21A10C 0A8D: 1@ = readMem 1@ sz 4 vp 0 1@ += 0xC 0A8D: 2@ = readMem 1@ sz 4 vp 0 1@ += 0x4 0A8D: 3@ = readMem 1@ sz 4 vp 0 1@ += 0x4 0A8D: 4@ = readMem 1@ sz 4 vp 0 0AA3: freelib 0@ 0AB2: ret 3 2@ 3@ 4@ :char_goto repeat wait 0 00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 2@ 0063: 0@ -= 4@ 0063: 1@ -= 5@ 0604: get_Z_angle_for_point 0@ 1@ store_to 2@ 005B: 0@ += 4@ 005B: 1@ += 5@ 2@ *= 0.01745 0A96: 4@ = actor $PLAYER_ACTOR struct 4@ += 0x558 0A8C: write_memory 4@ size 4 value 2@ virtual_protect 0 0373: set_camera_directly_behind_player if 3@ == true then if 8118: actor $PLAYER_ACTOR dead then 4@ = 0xB73458 4@ += 0x20 0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // value 0 = disable sprint 4@ = 0xB73458 4@ += 0x3 0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // walk else break end //// else //// if 8118: actor $PLAYER_ACTOR dead then 4@ = 0xB73458 4@ += 0x20 0A8C: write_memory 4@ size 1 value 0 virtual_protect 0 // value 225 = enable sprint 4@ = 0xB73458 4@ += 0x3 0A8C: write_memory 4@ size 1 value 255 virtual_protect 0 // walk else break end end until 00ED: actor $PLAYER_ACTOR 0 near_point 0@ 1@ radius 1.0 1.0 on_foot 0AB2: ret 0