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croovax

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Feb 18, 2013
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hello i would like to only press "F" to activate this script. to activate it now i need to type "fps" on the keyboard.
thanks for the help!
Code:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'FPS' 

:FPS_11
0001: wait 0 ms 
0006: 0@ = -229908 
008B: 0@ = &0(0@,1i) // (int) 
0085: 1@ = 0@ // (int) 
0016: 0@ /= 16777216 
0012: 0@ *= 16777216 
0062: 1@ -= 0@ // (int) 
00D6: if and
80DF:   not actor $PLAYER_ACTOR driving 
0039:   1@ == 4608083 
004D: jump_if_false @FPS_11 
0006: 0@ = -229908 
0004: &0(0@,1i) = 1179669248 
0247: load_model 1582 

:FPS_128
0001: wait 0 ms 
00D6: if 
0248:   model 1582 available 
004D: jump_if_false @FPS_128 
03F0: enable_text_draw 1 
07CC: set_player $PLAYER_CHAR button_15 0 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
08E7: disable_entrance_markers 1 
0901: enable_player $PLAYER_CHAR jump_key 0 
0470: 30@ = actor $PLAYER_ACTOR current_weapon 
0A96: 0@ = actor $PLAYER_ACTOR struct 
000A: 0@ += 1816 
0A8D: 31@ = read_memory 0@ size 1 virtual_protect 0 
00A0: store_actor $PLAYER_ACTOR position_to 4@ 5@ 6@ 
0172: 1@ = actor $PLAYER_ACTOR Z_angle 
0107: 2@ = create_object 1582 at 4@ 5@ 6@ 
0382: set_object 2@ collision_detection 1 
0392: make_object 2@ moveable 1 
04D9: object 2@ set_scripted_collision_check 1 
0750: set_object 2@ visibility 0 
0906: set_object 2@ mass_to 75.0 // float 
0908: set_object 2@ turn_mass_to 99999.9 // float 
09CA: set_object 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
009A: 3@ = create_actor_pedtype 23 model #NULL at 4@ 5@ 6@ 
02AB: set_actor 3@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02E2: set_actor 3@ weapon_accuracy_to 100 
0337: set_actor 3@ visibility 1 
0489: set_actor 3@ muted 1 
0619: enable_actor 3@ collision_detection 0 
081A: set_actor 3@ weapon_skill_to 2 
04D8: set_actor 3@ drowns_in_water 0 
0177: set_object 2@ Z_angle_to 1@ 
00D6: if or
0039:   30@ == 34 
0039:   30@ == 35 
0039:   30@ == 36 
0039:   30@ == 43 
004D: jump_if_false @FPS_483 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 2@ offset_from_object_origin 0.0 0.2 0.1 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0002: jump @FPS_516 

:FPS_483
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 2@ offset_from_object_origin 0.0 0.2 0.1 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 

:FPS_516
04F4: put_actor 3@ into_turret_on_object 2@ offset_from_object_origin 0.0 0.25 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 
0173: set_actor 3@ Z_angle_to 1@ 
000B: 1@ += -90.0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 1@ rotation_speed 3600.0 
0006: 20@ = 0 
0006: 21@ = 0 
0006: 22@ = 0 
0006: 23@ = 0 
0006: 24@ = 0 
0A8D: 25@ = read_memory 11988014 size 1 virtual_protect 0 
0A8C: write_memory 11988014 size 1 value 1 virtual_protect 0 
0006: 32@ = -1000 

:FPS_650
0001: wait 0 ms 
0006: 0@ = 0 
0006: 1@ = 5 
0050: gosub @FPS_4116 
0006: 0@ = 1 
0006: 1@ = 6 
0050: gosub @FPS_4116 
0006: 0@ = 2 
0006: 1@ = 7 
0050: gosub @FPS_4116 
0006: 0@ = 3 
0006: 1@ = 14 
0050: gosub @FPS_4116 
0006: 0@ = 4 
0006: 1@ = 19 
0050: gosub @FPS_4116 
00D6: if or
0039:   30@ == 34 
0039:   30@ == 35 
0039:   30@ == 36 
0039:   30@ == 43 
004D: jump_if_false @FPS_821 
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @FPS_821 
0687: clear_actor $PLAYER_ACTOR task 

:FPS_821
00D6: if or
0039:   20@ == 1 
0039:   22@ == 1 
004D: jump_if_false @FPS_1313 
0006: 26@ = 0 

:FPS_853
00D6: if 
0039:   20@ == 1 
004D: jump_if_false @FPS_903 
000A: 31@ += -1 
00D6: if 
0039:   31@ == -1 
004D: jump_if_false @FPS_903 
0006: 31@ = 10 

:FPS_903
00D6: if 
0039:   22@ == 1 
004D: jump_if_false @FPS_953 
000A: 31@ += 1 
00D6: if 
0039:   31@ == 11 
004D: jump_if_false @FPS_953 
0006: 31@ = 0 

:FPS_953
0085: 4@ = 31@ // (int) 
0012: 4@ *= 28 
0A96: 0@ = actor $PLAYER_ACTOR struct 
000A: 0@ += 1440 
005A: 0@ += 4@ // (int) 
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0 
00D6: if or
8039:   not  4@ == 0 
0039:   31@ == 0 
004D: jump_if_false @FPS_1292 
0085: 30@ = 4@ // (int) 
00D6: if or
0039:   30@ == 34 
0039:   30@ == 35 
0039:   30@ == 36 
0039:   30@ == 43 
004D: jump_if_false @FPS_1115 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 2@ offset_from_object_origin 0.0 0.2 0.1 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0002: jump @FPS_1148 

:FPS_1115
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 2@ offset_from_object_origin 0.0 0.2 0.1 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 

:FPS_1148
009B: destroy_actor 3@ 
009A: 3@ = create_actor_pedtype 23 model #NULL at 4@ 5@ 6@ 
02AB: set_actor 3@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 
02E2: set_actor 3@ weapon_accuracy_to 100 
0337: set_actor 3@ visibility 1 
0489: set_actor 3@ muted 1 
0619: enable_actor 3@ collision_detection 0 
081A: set_actor 3@ weapon_skill_to 2 
04D8: set_actor 3@ drowns_in_water 0 
04F4: put_actor 3@ into_turret_on_object 2@ offset_from_object_origin 0.0 0.25 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 
0172: 1@ = actor $PLAYER_ACTOR Z_angle 
0173: set_actor 3@ Z_angle_to 1@ 
0006: 32@ = -1000 
0002: jump @FPS_1313 

:FPS_1292
000A: 26@ += 1 
0019:   26@ > 12 
004D: jump_if_false @FPS_853 

:FPS_1313
068D: get_camera_position_to 4@ 5@ 6@ 
068E: get_camera_target_point_to 28@ 29@ 27@ 
0063: 28@ -= 4@ // (float) 
0063: 29@ -= 5@ // (float) 
0509: 4@ = distance_between_XY 0.0 0.0 and_XY 28@ 29@ 
0063: 6@ -= 27@ // (float) 
0050: gosub @FPS_4272 
0453: set_object 2@ XY_rotation 0.0 0.0 angle 27@ 
0087: 28@ = 4@ // (float) 
0087: 29@ = 6@ // (float) 
0050: gosub @FPS_4272 
0017: 27@ /= 120.0 
00D6: if 
0023:   -0.75 > 27@ 
004D: jump_if_false @FPS_1469 
0007: 27@ = -0.75 

:FPS_1469
00D6: if and
0039:   30@ == 22 
0039:   21@ == 2 
004D: jump_if_false @FPS_1511 
000B: 27@ += 1.5 
0002: jump @FPS_1521 

:FPS_1511
000B: 27@ += 1.25 

:FPS_1521
041D: set_camera_near_clip 27@ 
0494: get_joystick 0 data_to 10@ 11@ 26@ 26@ 
0093: 10@ = integer 10@ to_float 
0093: 11@ = integer 11@ to_float 
0017: 10@ /= 1.5 
00D6: if 
0021:   11@ > 0.0 
004D: jump_if_false @FPS_1599 
0017: 11@ /= 1.5 

:FPS_1599
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @FPS_1644 
0017: 10@ /= 32.0 
0017: 11@ /= -32.0 
0002: jump @FPS_1664 

:FPS_1644
0017: 10@ /= 24.0 
0017: 11@ /= -24.0 

:FPS_1664
0400: store_coords_to 4@ 5@ 6@ from_object 2@ with_offset 10@ 11@ 0.0 
0400: store_coords_to 7@ 8@ 9@ from_object 2@ with_offset 0.0 0.0 0.0 
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
059F: get_object 2@ velocity_in_direction 7@ 8@ 6@ 
01BB: store_object 2@ position_to 7@ 8@ 9@ 
02CE: 7@ = ground_z_at 7@ 8@ 9@ 
000B: 7@ += 1.0 
0063: 9@ -= 7@ // (float) 
0087: 8@ = 9@ // (float) 
0013: 9@ *= -15.0 
00D6: if and
0021:   9@ > 0.0 
0025:   9@ > 6@ // (float) 
004D: jump_if_false @FPS_1849 
0087: 6@ = 9@ // (float) 

:FPS_1849
00D6: if or
0039:   30@ == 34 
0039:   30@ == 35 
0039:   30@ == 36 
0039:   30@ == 43 
004D: jump_if_false @FPS_1950 
00D6: if and
0023:   0.2 > 8@ 
0023:   6.5 > 6@ 
0039:   23@ == 1 
0039:   21@ == 0 
004D: jump_if_false @FPS_1943 
0007: 6@ = 6.5 

:FPS_1943
0002: jump @FPS_1998 

:FPS_1950
00D6: if and
0023:   0.2 > 8@ 
0023:   6.5 > 6@ 
0039:   23@ == 1 
004D: jump_if_false @FPS_1998 
0007: 6@ = 6.5 

:FPS_1998
0381: throw_object 2@ velocity_in_direction 4@ 5@ 6@ 
068D: get_camera_position_to 7@ 8@ 9@ 
068E: get_camera_target_point_to 4@ 5@ 6@ 
0063: 4@ -= 7@ // (float) 
0063: 5@ -= 8@ // (float) 
0063: 6@ -= 9@ // (float) 
050A: 27@ = distance_between_XYZ 0.0 0.0 0.0 and_XYZ 4@ 5@ 6@ 
0017: 27@ /= 100.0 
0073: 4@ /= 27@ // (float) 
0073: 5@ /= 27@ // (float) 
0073: 6@ /= 27@ // (float) 
005B: 4@ += 7@ // (float) 
005B: 5@ += 8@ // (float) 
005B: 6@ += 9@ // (float) 
00D6: if 
00E1:   player 0 pressed_key 17 
004D: jump_if_false @FPS_2415 
00D6: if or
0039:   30@ == 16 
0039:   30@ == 17 
0039:   30@ == 18 
0039:   30@ == 39 
004D: jump_if_false @FPS_2312 
00D6: if 
001B:   0 > 32@ 
004D: jump_if_false @FPS_2233 
0006: 32@ = 0 
0002: jump @FPS_2305 

:FPS_2233
00D6: if 
0019:   32@ > 2000 
004D: jump_if_false @FPS_2305 
0400: store_coords_to 7@ 8@ 9@ from_object 2@ with_offset 0.0 25.0 0.0 
0668: AS_actor 3@ rotate_and_shoot_at 7@ 8@ 9@ 100 ms 
0006: 32@ = -1000 

:FPS_2305
0002: jump @FPS_2408 

:FPS_2312
00D6: if or
0039:   30@ == 34 
0039:   30@ == 35 
0039:   30@ == 36 
0039:   30@ == 43 
004D: jump_if_false @FPS_2392 
00D6: if 
0039:   21@ == 0 
004D: jump_if_false @FPS_2385 
0668: AS_actor 3@ rotate_and_shoot_at 4@ 5@ 6@ 100 ms 

:FPS_2385
0002: jump @FPS_2408 

:FPS_2392
0668: AS_actor 3@ rotate_and_shoot_at 4@ 5@ 6@ 100 ms 

:FPS_2408
0002: jump @FPS_2574 

:FPS_2415
00D6: if or
0039:   30@ == 16 
0039:   30@ == 17 
0039:   30@ == 18 
0039:   30@ == 39 
004D: jump_if_false @FPS_2558 
00D6: if 
0019:   32@ > 0 
004D: jump_if_false @FPS_2543 
0093: 4@ = integer 32@ to_float 
0017: 4@ /= 100.0 
000B: 4@ += 10.0 
0400: store_coords_to 7@ 8@ 9@ from_object 2@ with_offset 0.0 4@ 0.0 
0668: AS_actor 3@ rotate_and_shoot_at 7@ 8@ 9@ 100 ms 

:FPS_2543
0006: 32@ = -1000 
0002: jump @FPS_2574 

:FPS_2558
0667: AS_actor 3@ aim_at 4@ 5@ 6@ 100 ms 

:FPS_2574
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1816 
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 
0012: 1@ *= 28 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1444 
005A: 0@ += 1@ // (int) 
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 
033F: set_text_draw_letter_size 0.3 1.4 
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @FPS_2693 
0340: set_text_draw_RGBA 86 101 120 255 
0002: jump @FPS_2707 

:FPS_2693
0340: set_text_draw_RGBA 172 203 241 255 

:FPS_2707
0342: enable_text_draw_centered 1 
0345: enable_text_draw_background 0 
0348: enable_text_draw_proportional 0 
03E4: enable_text_draw_align_right 0 
0349: set_text_draw_font 1 
081C: draw_text_outline 1 RGBA 0 0 0 255 
000A: 0@ += 4 
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 
045A: draw_text_1number 520.0 63.0 GXT 'NUMBER' number 1@  // ~1~
00D6: if 
0039:   24@ == 1 
004D: jump_if_false @FPS_2871 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1816 
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 
0012: 1@ *= 28 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1444 
005A: 0@ += 1@ // (int) 
0A8C: write_memory 0@ size 4 value 2 virtual_protect 0 

:FPS_2871
00D6: if or
0039:   30@ == 22 
0039:   30@ == 23 
0039:   30@ == 24 
0039:   30@ == 25 
0039:   30@ == 27 
0039:   30@ == 29 
004D: jump_if_false @FPS_3366 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @FPS_3147 
0922: set_camera_zoom_in_factor 70.0 out_factor 40.0 timelimit 500 mode 1 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1816 
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 
0012: 1@ *= 28 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1448 
005A: 0@ += 1@ // (int) 
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 
00D6: if 
0039:   30@ == 22 
004D: jump_if_false @FPS_3095 
081A: set_actor 3@ weapon_skill_to 3 
04F4: put_actor 3@ into_turret_on_object 2@ offset_from_object_origin -0.13 0.25 0.2 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 
0002: jump @FPS_3135 

:FPS_3095
081A: set_actor 3@ weapon_skill_to 2 
04F4: put_actor 3@ into_turret_on_object 2@ offset_from_object_origin -0.11 0.25 0.05 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 

:FPS_3135
0A8C: write_memory 0@ size 4 value 1@ virtual_protect 0 

:FPS_3147
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @FPS_3208 
0801: get_camera_zoom_factor_to 4@ // float 
00D6: if 
0033:   42.5 >= 4@ 
004D: jump_if_false @FPS_3208 
0922: set_camera_zoom_in_factor 40.0 out_factor 40.0 timelimit 1000 mode 1 

:FPS_3208
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @FPS_3366 
0922: set_camera_zoom_in_factor 40.0 out_factor 70.0 timelimit 500 mode 1 
081A: set_actor 3@ weapon_skill_to 2 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1816 
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 
0012: 1@ *= 28 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1448 
005A: 0@ += 1@ // (int) 
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 
04F4: put_actor 3@ into_turret_on_object 2@ offset_from_object_origin 0.0 0.25 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 
0A8C: write_memory 0@ size 4 value 1@ virtual_protect 0 

:FPS_3366
00D6: if or
0039:   30@ == 30 
0039:   30@ == 31 
0039:   30@ == 33 
004D: jump_if_false @FPS_3775 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @FPS_3556 
0922: set_camera_zoom_in_factor 70.0 out_factor 30.0 timelimit 500 mode 1 
081A: set_actor 3@ weapon_skill_to 2 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1816 
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 
0012: 1@ *= 28 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1448 
005A: 0@ += 1@ // (int) 
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 
04F4: put_actor 3@ into_turret_on_object 2@ offset_from_object_origin -0.14 0.25 0.1 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 
0A8C: write_memory 0@ size 4 value 1@ virtual_protect 0 

:FPS_3556
00D6: if 
0039:   21@ == 2 
004D: jump_if_false @FPS_3617 
0801: get_camera_zoom_factor_to 4@ // float 
00D6: if 
0033:   32.5 >= 4@ 
004D: jump_if_false @FPS_3617 
0922: set_camera_zoom_in_factor 30.0 out_factor 30.0 timelimit 1000 mode 1 

:FPS_3617
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @FPS_3775 
0922: set_camera_zoom_in_factor 30.0 out_factor 70.0 timelimit 500 mode 1 
081A: set_actor 3@ weapon_skill_to 2 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1816 
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 
0012: 1@ *= 28 
0A96: 0@ = actor 3@ struct 
000A: 0@ += 1448 
005A: 0@ += 1@ // (int) 
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 
04F4: put_actor 3@ into_turret_on_object 2@ offset_from_object_origin 0.0 0.25 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 
0A8C: write_memory 0@ size 4 value 1@ virtual_protect 0 

:FPS_3775
00D6: if or
0039:   30@ == 34 
0039:   30@ == 35 
0039:   30@ == 36 
0039:   30@ == 43 
004D: jump_if_false @FPS_4005 
00D6: if 
0039:   21@ == 1 
004D: jump_if_false @FPS_3910 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 2@ offset_from_object_origin 0.0 0.3 0.1 orientation 0 both_side_angle_limit 360.0 lock_weapon 30@ 
0337: set_actor 3@ visibility 0 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
0176: 1@ = object 2@ Z_angle 
000B: 1@ += -90.0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 1@ rotation_speed 3600.0 

:FPS_3910
00D6: if 
0039:   21@ == 3 
004D: jump_if_false @FPS_4005 
04F4: put_actor $PLAYER_ACTOR into_turret_on_object 2@ offset_from_object_origin 0.0 0.3 0.1 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 
0337: set_actor 3@ visibility 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 
0176: 1@ = object 2@ Z_angle 
000B: 1@ += -90.0 
0858: set_player $PLAYER_CHAR scan_horizon_to_angle 1@ rotation_speed 3600.0 

:FPS_4005
00D6: if or
00E1:   player 0 pressed_key 15 
0118:   actor $PLAYER_ACTOR dead 
06B9:   cutscene_data_loaded 
04E7:   object 2@ in_water 
004D: jump_if_false @FPS_650 
0465: remove_actor $PLAYER_ACTOR from_turret_mode 
0108: destroy_object 2@ 
009B: destroy_actor 3@ 
041D: set_camera_near_clip 0.1 
07CC: set_player $PLAYER_CHAR button_15 1 
082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 
0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 
08E7: disable_entrance_markers 0 
0901: enable_player $PLAYER_CHAR jump_key 1 
015A: restore_camera 
0249: release_model 1582 
0A8C: write_memory 11988014 size 1 value 25@ virtual_protect 0 
0002: jump @FPS_11 

:FPS_4116
00D6: if and
0039:   20@(0@,1i) == 0 
00E1:   player 0 pressed_key 1@ 
004D: jump_if_false @FPS_4158 
0006: 20@(0@,1i) = 1 
0051: return 

:FPS_4158
00D6: if 
0039:   20@(0@,1i) == 1 
004D: jump_if_false @FPS_4193 
0006: 20@(0@,1i) = 2 
0051: return 

:FPS_4193
00D6: if and
0039:   20@(0@,1i) == 2 
80E1:   not player 0 pressed_key 1@ 
004D: jump_if_false @FPS_4235 
0006: 20@(0@,1i) = 3 
0051: return 

:FPS_4235
00D6: if 
0039:   20@(0@,1i) == 3 
004D: jump_if_false @FPS_4270 
0006: 20@(0@,1i) = 0 
0051: return 

:FPS_4270
0051: return 

:FPS_4272
0509: 27@ = distance_between_XY 28@ 29@ and_XY 0.0 0.0 
0073: 28@ /= 27@ // (float) 
0073: 29@ /= 27@ // (float) 
0509: 27@ = distance_between_XY 28@ 29@ and_XY 0.0 1.0 
0006: 26@ = 0 

:FPS_4337
0017: 27@ /= 2.0 
006B: 27@ *= 27@ // (float) 
0087: 29@ = 27@ // (float) 
0013: 27@ *= -1.0 
000B: 27@ += 1.0 
01FB: 27@ = square_root 27@ 
0013: 27@ *= -1.0 
000B: 27@ += 1.0 
006B: 27@ *= 27@ // (float) 
005B: 27@ += 29@ // (float) 
01FB: 27@ = square_root 27@ 
000A: 26@ += 1 
0019:   26@ > 15 
004D: jump_if_false @FPS_4337 
0013: 27@ *= 65536.0 
0017: 27@ /= 3.141529 
0013: 27@ *= 180.0 
00D6: if 
0021:   28@ > 0.0 
004D: jump_if_false @FPS_4517 
0013: 27@ *= -1.0 

:FPS_4517
0051: return
 
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