CLEO Help backfire

CLEO related
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alex7331

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Code:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
 // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'IFLAME' 

:IFLAME_11
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IFLAME_11 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IFLAME_11 
if and
84A9:   not actor $PLAYER_ACTOR driving_heli 
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle 
84A7:   not actor $PLAYER_ACTOR driving_boat 
89AE:   not actor $PLAYER_ACTOR driving_train 
else_jump @IFLAME_11 
if and
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
   not Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
else_jump @IFLAME_11 
0@ = Actor.CurrentCar($PLAYER_ACTOR)
0AB1: call_scm_func @IFLAME_351 1 0@ 1@ 2@ 3@  
2@ -= 0.1 
0AB8: get_vehicle 0@ current_gear_to 11@ 

:IFLAME_169
wait 0 
if 
   Player.Defined($PLAYER_CHAR)
else_jump @IFLAME_339 
if 
   Actor.Driving($PLAYER_ACTOR)
else_jump @IFLAME_339 
0AB8: get_vehicle 0@ current_gear_to 12@ 
if 
803B:   not  11@ == 12@ // (int) 
else_jump @IFLAME_169 
0AB8: get_vehicle 0@ current_gear_to 11@ 
if 
  12@ > 1 
else_jump @IFLAME_169 
066C: 7@ = attach_particle "GUNFLASH" to_car 0@ with_offset 2@ 1@ 3@ rotation 0.0 -1.0 0.0 type 1
066C: 7@ = attach_particle "GUNFLASH" to_car 0@ with_offset 1@ 2@ 3@ rotation 0.0   1.0 0.10 type 1 
064F: remove_references_to_particle 7@ 
018C: play_sound 1131 at 0.0 0.0 0.0 
wait 500 
jump @IFLAME_169 

:IFLAME_339
Car.RemoveReferences(0@)
jump @IFLAME_11 

:IFLAME_351
0A97: 0@ = car 0@ struct 
0@ += 34 
0A8D: 0@ = read_memory 0@ size 2 virtual_protect 0 
0@ *= 4 
0@ += 11120840 
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 
0@ += 92 
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 
0@ += 72 
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 
0@ += 4 
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0 
0@ += 4 
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0 
0AB2: ret 3 1@ 2@ 3@ 
:ParticleEffect_at_vehicle
how to make to have a backfire on another side of vehicle to? cuz i have only on the left side,please
 
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