CLEO Help Can someone help me update this mod?

CLEO related
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BadShah.

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This script is for 0.3z:

Code:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database/) on 24.2.2014
{$CLEO .cs}

//-------------MAIN---------------
03A4: script_name "mgmoldova" 
0001: wait 3000 
hex
 34 0B 0E 06 6D 67 62 75 6C 6C 01 C3 FD FF FF 34
 0B 0E 07 74 61 72 62 75 6C 6C 01 09 FD FF FF 34
 0B 0E 08 74 69 6D 65 62 75 6C 6C 01 B5 FB FF FF
end
0006: 23@ = 40 

:MGMOLDOVA_73
0001: wait 0 
00D6: if 
0039:   30@ == 1 
004D: goto_if_false @MGMOLDOVA_446 
0006: 0@ = 0 

:MGMOLDOVA_102
00D6: if 
hex
 23 0B
end
0003: shake_cam 
004D: goto_if_false @MGMOLDOVA_424 
0B20: read_clipboard_data 0@ size 9@ 
00D6: if 
056D:   does_char_exist 9@ 
004D: goto_if_false @MGMOLDOVA_424 
00D6: if and
0AB0:   is_key_pressed 1 
hex
 21 8B
end
004D: goto_if_false @MGMOLDOVA_424 
00D6: if 
0AB1: call @MGMOLDOVA_1972 1 0@ 8@  
004D: goto_if_false @MGMOLDOVA_269 
0AB1: call @MGMOLDOVA_1292 2 2 8@  
0AD1: print_formatted_now "~G~[acheats.ru] ~r~Send bullets to ___car [%d]" time 60 8@  
0001: wait 23@ 
0002: goto @MGMOLDOVA_424 

:MGMOLDOVA_269
04C4: get_offset_from_char_in_world_coords 9@ offset 0.0 0.0 0.0 store_to 10@ 11@ 12@ 
0AB1: call @MGMOLDOVA_1665 3 10@ 11@ 12@  
0AB1: call @MGMOLDOVA_1292 2 1 0@  
0470: get_current_char_weapon $PLAYER_ACTOR store_to 13@ 
0AB1: call @MGMOLDOVA_1891 4 0@ 1.5 13@ 2  
0AD1: print_formatted_now "~G~[acheats.ru] ~B~Send bullets to player [%d]" time 60 0@  
0001: wait 23@ 

:MGMOLDOVA_424
000A: 0@ += 1 
0019:   0@ > 999 
004D: goto_if_false @MGMOLDOVA_102 

:MGMOLDOVA_446
00D6: if 
0039:   31@ == 1 
004D: goto_if_false @MGMOLDOVA_566 
0001: wait 23@ 
00D6: if 
856D:   not does_char_exist 27@ 
004D: goto_if_false @MGMOLDOVA_532 
0AF8: 
hex
 0E 17 50 6C 61 79 65 72 20 69 73 20 6E 6F 74 20
 73 74 72 65 61 6D 65 64 21 01 AA AA
end
00AA: get_car_coordinates 
0006: 31@ = 0 
0002: goto @MGMOLDOVA_73 

:MGMOLDOVA_532
0AB1: call @MGMOLDOVA_1665 3 10@ 11@ 12@  
0AB1: call @MGMOLDOVA_1292 2 1 29@  

:MGMOLDOVA_566
0002: goto @MGMOLDOVA_73 
0B12: bitwise_xor 30@ xor 1 store_to 30@ 
00D6: if 
0039:   30@ == 1 
004D: goto_if_false @MGMOLDOVA_682 
0AF8: 
hex
 0E 40 5B 41 43 48 45 41 54 53 2E 52 55 5D 3A 20
 7B 45 41 45 41 45 41 7D 6D 67 42 75 6C 6C 20 7B
 46 46 46 46 46 46 7D 7C 20 7B 38 31 35 36 43 43
 7D 53 74 61 74 65 3A 20 7B 32 37 39 42 36 31 7D
 4F 4E 01 CC 56 81 00 00
end
0002: goto @MGMOLDOVA_757 

:MGMOLDOVA_682
0AF8: 
hex
 0E 41 5B 41 43 48 45 41 54 53 2E 52 55 5D 3A 20
 7B 45 41 45 41 45 41 7D 6D 67 42 75 6C 6C 20 7B
 46 46 46 46 46 46 7D 7C 20 7B 38 31 35 36 43 43
 7D 53 74 61 74 65 3A 20 7B 39 39 33 33 33 33 7D
 4F 46 46 01 CC 56
end
0081: 

:MGMOLDOVA_757
hex
 43 0B 35 0B 03 1C
end
0600:   is_char_stopped_in_angled_area_on_foot_3d 
hex
 03 1F
end
0400: get_offset_from_object_in_world_coords 
hex
 1A 0C 03 1C 00 03 1D 00
end
00D6: if 
hex
 23 0B 03 1D 00 4D 0B 03 1B 00
end
00D6: if 
056D:   does_char_exist 27@ 
004D: goto_if_false @MGMOLDOVA_919 
0006: 31@ = 1 
0AF8: 
hex
 0E 49 5B 61 63 68 65 61 74 73 2E 72 75 5D 20 7B
 32 37 39 42 36 31 7D 5B 54 61 72 42 75 6C 6C 5D
 20 7B 42 42 42 42 42 42 7D 53 65 6E 64 20 62 75
 6C 6C 65 74 73 20 74 6F 20 70 6C 61 79 65 72 3A
 20 7B 30 37 37 37 37 37 7D 25 64 01 EA EA EA 00
 03 1D 00 00
end
0002: goto @MGMOLDOVA_1004 

:MGMOLDOVA_919
0AF8: 
hex
 0E 48 5B 61 63 68 65 61 74 73 2E 72 75 5D 20 7B
 42 42 42 42 42 42 7D 50 6C 61 79 65 72 20 77 69
 74 68 20 69 64 20 7B 30 37 37 37 37 37 7D 25 64
 20 7B 42 42 42 42 42 42 7D 20 69 73 20 6E 6F 74
 20 73 74 72 65 61 6D 65 64 2E 01 EA EA EA 00 03
end
001D:   

:MGMOLDOVA_1004
0002: goto @MGMOLDOVA_1097 
0AF8: 
hex
 0E 49 5B 61 63 68 65 61 74 73 2E 72 75 5D 20 7B
 42 42 42 42 42 42 7D 50 6C 61 79 65 72 20 77 69
 74 68 20 69 64 20 7B 30 37 37 37 37 37 7D 25 64
 20 7B 42 42 42 42 42 42 7D 20 69 73 20 6E 6F 74
 20 63 6F 6E 6E 65 63 74 65 64 2E 01 EA EA EA 00
 03 1D 00 00
end

:MGMOLDOVA_1097
hex
 43 0B 35 0B 03 1C 00 D6
end
0400: get_offset_from_object_in_world_coords 
0AD4:   scan_string 28@ format "%d" store_num_results_to 4@ 23@  
004D: goto_if_false @MGMOLDOVA_1219 
0AF8: 
hex
 0E 44 5B 61 63 68 65 61 74 73 2E 72 75 5D 20 7B
 42 42 42 42 42 42 7D 59 6F 75 20 73 65 74 20 6E
 65 77 20 7B 30 37 37 37 37 37 7D 77 61 69 74 20
 74 69 6D 65 20 74 6F 7B 42 42 42 42 42 42 7D 20
 25 64 20 6D 73 2E 01 EA EA EA 00 03
end
0017: 
0002: goto @MGMOLDOVA_1290 

:MGMOLDOVA_1219
0AF8: 
hex
 0E 3D 5B 61 63 68 65 61 74 73 2E 72 75 5D 20 7B
 42 42 42 42 42 42 7D 45 72 72 6F 72 2E 20 7B 30
 37 37 37 37 37 7D 59 6F 75 20 6D 75 73 74 20 65
 6E 74 65 72 20 77 61 69 74 20 74 69 6D 65 2E 01
 EA EA EA 00 00 43 0B 70 04 02 0C 00 03 13 00 1A
 04
end
0204:   locate_char_in_car_car_2d  car $PLAYER_ACTOR radius 19@ 18@ sphere "" 
hex
 03 12
end
0400: get_offset_from_object_in_world_coords 201458043 offset 
hex
 03 13 00 03 12 00
end
0AC8: allocate_memory 39 store_to 5@ 
hex
 0D 0C
end
0503: create_swat_rope 
0004: 1 = 0@ 
hex
 0D 0C
end
0503: create_swat_rope 
hex
 01 00
end
04C4: get_offset_from_char_in_world_coords $PLAYER_ACTOR offset 0.0 0.0 1.0 store_to 10@ 11@ 12@ 
hex
 0D 0C
end
0503: create_swat_rope 
0304: 
0404: 
0A03:   is_gang_war_fighting_going_on 
hex
 00 0D
end
030C: player_made_progress 1024 
hex
 07 04 04 03 0B 00 0D 0C 03 05 00 04 0B 04 07 04
 04 03 0B 00 0D 0C 03 05 00 04 0B 04 04 03 0C 00
 D6 00 04 00 39
end
0407: get_offset_from_car_in_world_coords 3 offset 3328[member=21661]S[/member]  3 store_to  
0003: shake_cam 
hex
 04 01
end
004D: goto_if_false @MGMOLDOVA_1494 
0B20: read_clipboard_data 1@ size 26@ 
00A0: get_char_coordinates 26@ store_to 27@ 28@ 29@ 
06BC: fire_single_bullet 10@ 11@ 12@ target 27@ 28@ 29@ energy 1 
0002: goto @MGMOLDOVA_1538 
0AFF: 
0103:   locate_stopped_char_in_car_3d 
hex
 03 1A 00 AA 00 03
end
001A:   27@ > 28@ 
hex
 03 1D 00 BC 06 03
end
000A: 11@ += 12@ 
hex
 03 1B 00 03
end
001C:   29@ > 1 

:MGMOLDOVA_1538
hex
 0D 0C
end
0503: create_swat_rope 
hex
 04 0F 04 04 03 1B 00 0D
end
030C: player_made_progress 1024 
0413: 
0304: 
hex
 1C 00 0D 0C 03 05 00 04 17
end
001C:    > 4 
hex
 03 1D 00 0D
end
030C: player_made_progress 1024 
041B: 
hex
 D7 A3 3B 0D
end
030C: player_made_progress 1024 
041F: 
hex
 D7 A3 3B 0D
end
030C: player_made_progress 1024 
0423: set_car_improved_handling 6 to s$10485 
hex
 3B 3D 0B 03 06 00 40 0B
end
0603: task_go_to_coord_any_means 
hex
 05 E0
end
0400: get_offset_from_object_in_world_coords 
hex
 04 01 40 0B
end
0603: task_go_to_coord_any_means 
0503: create_swat_rope 
0504: 
hex
 04 27 8B 0B
end
0603: task_go_to_coord_any_means 
hex
 3E 0B
end
0603: task_go_to_coord_any_means 
0AC9: free_memory 5@ 
0AB2: ret 0 

:MGMOLDOVA_1665
hex
 2B 0B 02 0C 00 03 03 00 24 0B
end
0303: print_with_4_numbers_now 
0303: print_with_4_numbers_now 
000A: 3@ += 24 
0AC8: allocate_memory 31 store_to 4@ 
hex
 10 0C 03 04 00 03
end
0003: shake_cam 31 
hex
 0D 0C 03 04 00 04 0D 04 04 03 00 00 0D 00 04 0D
 04 04 03 00 00 0D 0C 03 04 00 04 11 04
end
0400: get_offset_from_object_in_world_coords  offset  3 51121408 store_to 0 21 4 
0203:   locate_char_on_foot_car_2d 
hex
 3D 0B
end
0503: create_swat_rope 
hex
 40 0B
end
0503: create_swat_rope 
hex
 05 DA
end
0400: get_offset_from_object_in_world_coords 
hex
 04 01 40 0B
end
0503: create_swat_rope 
0403: 
hex
 04 1F 8B 0B
end
0503: create_swat_rope 
hex
 3E 0B
end
0503: create_swat_rope 
0AC9: free_memory 4@ 
hex
 2B 0B 02 0C 00 03 03 00 24 0B
end
0303: print_with_4_numbers_now 
0303: print_with_4_numbers_now 
000A: 3@ += 55 
0AC8: allocate_memory 68 store_to 4@ 
hex
 10 0C 03 04 00 03
end
0003: shake_cam 68 
hex
 0D 0C 03 04 04 04 3D 0B
end
0503: create_swat_rope 
hex
 40 0B
end
0503: create_swat_rope 
hex
 05 D4
end
0400: get_offset_from_object_in_world_coords 
hex
 04 01 40 0B
end
0503: create_swat_rope 
0403: 
hex
 04 44 42 0B
end
0503: create_swat_rope 
hex
 04 00 3E 0B
end
0503: create_swat_rope 
0AC9: free_memory 4@ 
0AB2: ret 0 

:MGMOLDOVA_1891
hex
 3D 0B 03 04 00 40 0B 03
end
0004: 0 = 1 
hex
 04 01 40 0B 03 04 00 03 00 00 04 02 40 0B 03 04
 00 03
end
0001: wait 4 
0404: 
hex
 40 0B 03 04 00 03
end
0002: goto @MGMOLDOVA_3 
0404: 
hex
 40 0B 03 04 00 03
end
0003: shake_cam 3 
0404: 
hex
 8A 0B 04 73 03 04 00 3E 0B 03 04 00
end
0AB2: ret 0 

:MGMOLDOVA_1972
hex
 24 0B
end
0003: shake_cam 
0103:   locate_stopped_char_in_car_3d 
000A: 1@ += 8 
0A8D: read_memory 1@ size 4 vp 1 store_to 2@ 
000A: 2@ += 2 
0A8D: read_memory 2@ size 2 vp 1 store_to 3@ 
00D6: if or
8029:   not  1@ >= 1 
8029:   not  3@ >= 1 
004D: goto_if_false @MGMOLDOVA_2053 
059A:  return_false 
0AB2: ret 1 0@ 

:MGMOLDOVA_2053
0485: is_pc_version 
0AB2: ret 1 3@
 
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