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Gta sa Memories...
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<blockquote data-quote="JaggerJam" data-source="post: 99816" data-attributes="member: 40395"><p>Here is a mini-HUD source, site link: <a href="https://libertycity.ru/files/gta-san-andreas/137571-simple-hud.html" target="_blank">https://libertycity.ru/files/gta-san-andreas/137571-simple-hud.html</a></p><p>P.S. But he creates new HUD.</p><p>[CODE]/* Made by Vital */</p><p>//$PLAYER_ACTOR $PLAYER_GROUP $ONMISSION</p><p>//Byte, Char – 1; Short, Word – 2; Long, DWord, Float – 4</p><p>{$CLEO}</p><p>0000:</p><p></p><p>const</p><p>TEXT_FONT = 3 //0 (Gothic),1 (Standard),2 (Menu),3 (Pricedown)</p><p>LETTER_H = 1.8 //letter height</p><p>LETTER_W = 0.45 //letter width</p><p>OUTLINE_R = 0 //outline red colour (0–255)</p><p>OUTLINE_G = 0 //outline green colour (0–255)</p><p>OUTLINE_B = 0 //outline blue colour (0–255)</p><p>OUTLINE_A = 200 //outline alpha (0–255)</p><p>OUTLINE_W = 1 //outline width (1 & 2 are optimal values)</p><p>GXT_TIME = 'TIME'</p><p>GXT_TIME_0 = 'TIME_0'</p><p>GXT_VAR = 'BJ_0'</p><p>GXT_MONEY = 'DOLLAR'</p><p>end // const</p><p></p><p>while true</p><p>wait 0</p><p>0A8D: 0@ = read_memory 0xBA6769 size 1 virtual_protect 0 //Hud Mode (menu)</p><p>0A8D: 1@ = read_memory 0xB6F065 size 1 virtual_protect 0 //Widescreen (scripted)</p><p> if and</p><p> player.Defined(0) </p><p> 09E7: player 0 not_frozen</p><p> not fading</p><p> 0@ == 1</p><p> 1@ == 0</p><p> then</p><p> 0826: enable_hud 0 </p><p> </p><p> //drawing new HUD</p><p> 03F0: enable_text_draw 1</p><p> </p><p>//armour</p><p> 04DD: 0@ = actor $PLAYER_ACTOR armour</p><p> if</p><p> 0@ > 0</p><p> then</p><p> 03E4: set_text_draw_align_right 1</p><p> 0340: set_text_draw_RGBA 150 150 150 255</p><p> 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A</p><p> 0349: set_text_draw_font TEXT_FONT</p><p> 033F: set_text_draw_letter_size LETTER_W LETTER_H</p><p> 0AB1: call_scm_func @Offset 2 633.0 7.0 1@ 2@ //max X 640.0 max Y 448.0</p><p> 045A: draw_text_1number 1@ 2@ GXT GXT_VAR number 0@ // ALL RACES WON!~n~~w~$~1~</p><p> end</p><p> </p><p>//health</p><p> 1@ = actor.Health($PLAYER_ACTOR) </p><p> if</p><p> 1@ > 0</p><p> then</p><p> 03E4: set_text_draw_align_right 1 </p><p> 0340: set_text_draw_RGBA 255 0 0 255</p><p> 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A</p><p> 0349: set_text_draw_font TEXT_FONT</p><p> 033F: set_text_draw_letter_size LETTER_W LETTER_H</p><p> if</p><p> 0@ > 0 //armour</p><p> then</p><p> 0A08: get_gxt_string_1number GXT_VAR number 0@ width_to 2@ // ~1~</p><p> 0AB1: call_scm_func @Offset 2 2.0 7.0 3@ 4@ </p><p> 0093: 2@ = integer 2@ to_float </p><p> 2@ -= 625.0</p><p> 0097: make 2@ absolute_float</p><p> 005B: 2@ += 3@ // (float)</p><p> 045A: draw_text_1number 2@ 4@ GXT GXT_VAR number 1@ // ALL RACES WON!~n~~w~$~1~</p><p> else</p><p> 0AB1: call_scm_func @Offset 2 633.0 7.0 2@ 3@</p><p> 045A: draw_text_1number 2@ 3@ GXT GXT_VAR number 1@ // ALL RACES WON!~n~~w~$~1~</p><p> end</p><p> end </p><p> </p><p>//ammo</p><p> 0AB1: call_scm_func @GetAmmo_2 0 0@ 1@ //in clip; remaining</p><p> if</p><p> 0@ > 0 //ammo in clip </p><p> then</p><p> 03E4: set_text_draw_align_right 1</p><p> 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A</p><p> 0349: set_text_draw_font TEXT_FONT</p><p> 0093: 5@ = integer 0@ to_float</p><p> 5@ /= 0.5</p><p> 0092: 5@ = float 5@ to_integer</p><p> if</p><p> 5@ > 200</p><p> then</p><p> 5@ = 200 </p><p> end </p><p> 0340: set_text_draw_RGBA 50 200 5@ 255</p><p> 033F: set_text_draw_letter_size LETTER_W LETTER_H</p><p> if and</p><p> 1@ > 0 //remaining ammo</p><p> not 1@ > 9999 //max displated ammo</p><p> then</p><p> 0A08: get_gxt_string_1number GXT_VAR number 1@ width_to 2@ // ~1~</p><p> 0AB1: call_scm_func @Offset 2 2.0 25.0 3@ 4@ </p><p> 0093: 2@ = integer 2@ to_float </p><p> 2@ -= 625.0</p><p> 0097: make 2@ absolute_float</p><p> 005B: 2@ += 3@ // (float)</p><p> 045A: draw_text_1number 2@ 4@ GXT GXT_VAR number 0@ // ALL RACES WON!~n~~w~$~1~</p><p> else</p><p> 0AB1: call_scm_func @Offset 2 633.0 25.0 1@ 2@</p><p> 045A: draw_text_1number 1@ 2@ GXT GXT_VAR number 0@ // ALL RACES WON!~n~~w~$~1~</p><p> end</p><p> end</p><p> </p><p> if and</p><p> 1@ > 0 //remaining ammo</p><p> not 1@ > 9999 //max displated ammo</p><p> then</p><p> 03E4: set_text_draw_align_right 1</p><p> 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A</p><p> 0349: set_text_draw_font TEXT_FONT </p><p> 033F: set_text_draw_letter_size LETTER_W LETTER_H</p><p> 0340: set_text_draw_RGBA 255 180 180 255</p><p> 0AB1: call_scm_func @Offset 2 633.0 25.0 2@ 3@ </p><p> 045A: draw_text_1number 2@ 3@ GXT GXT_VAR number 1@ // ALL RACES WON!~n~~w~$~1~</p><p> end</p><p> </p><p>//time</p><p> 00BF: 0@ = current_time_hours, 1@ = current_time_minutes</p><p> 0342: set_text_draw_centered 1</p><p> 0093: 2@ = integer 0@ to_float</p><p> 0093: 3@ = integer 1@ to_float</p><p> 3@ /= 60.0 //convert minutes: 60 min is 1</p><p> 005B: 2@ += 3@ // (float) add converted minutes to hours</p><p> 2@ *= 7.5 //convert to angle: 12:00 is 90°, whose sine is 1</p><p> 02F6: 2@ = sine 2@ // (float) get sine</p><p> 2@ *= 170.0 //max is 1, multiply by 170, which is max added colour value </p><p> 0092: 2@ = float 2@ to_integer</p><p> 2@ += 70 //70 is min colour value in order not to make the text too dark</p><p> 0340: set_text_draw_RGBA 2@ 2@ 255 255 </p><p> 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A</p><p> 0349: set_text_draw_font TEXT_FONT</p><p> 033F: set_text_draw_letter_size LETTER_W LETTER_H</p><p> 0AB1: call_scm_func @Offset 2 320.0 7.0 3@ 4@</p><p> if</p><p> 1@ > 9</p><p> then </p><p> 045B: draw_text_2numbers 3@ 4@ GXT GXT_TIME numbers 0@ 1@ // ~1~:~1~</p><p> else </p><p> 045B: draw_text_2numbers 3@ 4@ GXT GXT_TIME_0 numbers 0@ 1@ // ~1~:0~1~</p><p> end</p><p> </p><p>//oxygen</p><p> if</p><p> 0965: actor $PLAYER_ACTOR swimming</p><p> then</p><p> 0AB1: call_scm_func @GetOxygen_1 0 0@ //2652.0 max</p><p> 0087: 1@ = 0@ // (float)</p><p> 1@ /= 25.0</p><p> if</p><p> 1@ > 100.0</p><p> then</p><p> 1@ = 100.0</p><p> end </p><p> 0092: 1@ = float 1@ to_integer</p><p> 0085: 0@ = 1@ // (int)</p><p> 0@ += 125</p><p> 0AB1: call_scm_func @Offset 2 320.0 25.0 2@ 3@</p><p> 0342: set_text_draw_centered 1 </p><p> 0340: set_text_draw_RGBA 0 255 255 0@ </p><p> 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B 0@</p><p> 0349: set_text_draw_font TEXT_FONT</p><p> 033F: set_text_draw_letter_size LETTER_W LETTER_H</p><p> 045A: draw_text_1number 2@ 3@ GXT GXT_VAR number 1@ // ALL RACES WON!~n~~w~$~1~</p><p> end</p><p> </p><p>//money</p><p> 0@ = player.Money(0) </p><p> 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A</p><p> 0349: set_text_draw_font TEXT_FONT</p><p> 033F: set_text_draw_letter_size LETTER_W LETTER_H </p><p> if</p><p> 0@ > 0</p><p> then</p><p> 0340: set_text_draw_RGBA 72 140 62 255</p><p> else</p><p> if</p><p> 0@ == 0</p><p> then</p><p> 0340: set_text_draw_RGBA 200 200 200 255</p><p> else</p><p> 0340: set_text_draw_RGBA 255 0 0 255</p><p> end</p><p> end</p><p> 0AB1: call_scm_func @Offset 2 7.0 7.0 1@ 2@</p><p> 045A: draw_text_1number 1@ 2@ GXT GXT_MONEY number 0@ // ALL RACES WON!~n~~w~$~1~</p><p> </p><p>//wanted level</p><p> 0@ = player.WantedLevel(0) </p><p> 0A8D: 1@ = read_memory 0xB7CD9C size 4 virtual_protect 0 //CWanted</p><p> 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 //cop rage: 6900 max</p><p> if</p><p> 0@ > 0 </p><p> then </p><p> 0093: 1@ = integer 1@ to_float</p><p> 1@ /= 44.5 //convert: 6900 — 155</p><p> 0092: 1@ = float 1@ to_integer</p><p> 1@ += 100 </p><p> 0340: set_text_draw_RGBA 1@ 215 100 255</p><p> 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A</p><p> 0349: set_text_draw_font TEXT_FONT</p><p> 033F: set_text_draw_letter_size LETTER_W LETTER_H</p><p> 0AB1: call_scm_func @Offset 2 7.0 25.0 2@ 3@</p><p> 045A: draw_text_1number 2@ 3@ GXT GXT_VAR number 0@ // ALL RACES WON!~n~~w~$~1~</p><p> end </p><p> </p><p> //turn drawing mode off</p><p> 03F0: enable_text_draw 0</p><p> end</p><p>end</p><p></p><p>:GetAmmo_2</p><p>0A96: 0@ = actor $PLAYER_ACTOR struct </p><p>0@ += 0x718</p><p>0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 //weapon slot</p><p> if and</p><p> 1@ > 1 //not melee</p><p> 1@ <> 10 //not gifts</p><p> 1@ <> 11 //not goggles or parachute</p><p> 1@ <> 12 //not detonator</p><p> then</p><p> 1@ *= 28 //each slot has 28 bytes of info</p><p> 0A96: 0@ = actor $PLAYER_ACTOR struct</p><p> 0@ += 0x5A0 //CWeaponSlot</p><p> 005A: 0@ += 1@ // (int)</p><p> 0@ += 8 //get ammo in clip</p><p> 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0</p><p> 0@ += 4 //get all ammo</p><p> 0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0</p><p> 0062: 2@ -= 1@ // (int) get remaining ammo</p><p> else</p><p> 1@ = -1</p><p> 2@ = -1</p><p> end</p><p>0AB2: ret 2 1@ 2@</p><p></p><p>:GetOxygen_1 //0xB7CDB4 - sprinting time left, just in case</p><p>0A8D: 0@ = read_memory 0xB7CDE0 size 4 virtual_protect 0</p><p>0AB2: ret 1 0@</p><p></p><p>:Offset //0@ - X, 1@ - Y</p><p>0A4A: store_joystick_X_offset_to 2@ Y_offset_to 3@</p><p>2@ *= 0.05</p><p>3@ *= -0.05</p><p>0079: 2@ += frame_delta_time * 0.02 // (float)</p><p>0079: 3@ += frame_delta_time * 0.02 // (float)</p><p> if</p><p> 2@ > 5.0</p><p> then</p><p> 2@ = 5.0</p><p> else</p><p> if</p><p> 2@ < -5.0</p><p> then</p><p> 2@ = -5.0</p><p> end</p><p> end</p><p> </p><p> if</p><p> 3@ > 5.0</p><p> then</p><p> 3@ = 5.0</p><p> else</p><p> if</p><p> 3@ < -5.0</p><p> then</p><p> 3@ = -5.0</p><p> end</p><p> end</p><p>005B: 0@ += 2@ // (float)</p><p>005B: 1@ += 3@ // (float)</p><p>0AB2: ret 2 0@ 1@[/CODE]</p></blockquote><p></p>
[QUOTE="JaggerJam, post: 99816, member: 40395"] Here is a mini-HUD source, site link: [URL]https://libertycity.ru/files/gta-san-andreas/137571-simple-hud.html[/URL] P.S. But he creates new HUD. [CODE]/* Made by Vital */ //$PLAYER_ACTOR $PLAYER_GROUP $ONMISSION //Byte, Char – 1; Short, Word – 2; Long, DWord, Float – 4 {$CLEO} 0000: const TEXT_FONT = 3 //0 (Gothic),1 (Standard),2 (Menu),3 (Pricedown) LETTER_H = 1.8 //letter height LETTER_W = 0.45 //letter width OUTLINE_R = 0 //outline red colour (0–255) OUTLINE_G = 0 //outline green colour (0–255) OUTLINE_B = 0 //outline blue colour (0–255) OUTLINE_A = 200 //outline alpha (0–255) OUTLINE_W = 1 //outline width (1 & 2 are optimal values) GXT_TIME = 'TIME' GXT_TIME_0 = 'TIME_0' GXT_VAR = 'BJ_0' GXT_MONEY = 'DOLLAR' end // const while true wait 0 0A8D: 0@ = read_memory 0xBA6769 size 1 virtual_protect 0 //Hud Mode (menu) 0A8D: 1@ = read_memory 0xB6F065 size 1 virtual_protect 0 //Widescreen (scripted) if and player.Defined(0) 09E7: player 0 not_frozen not fading 0@ == 1 1@ == 0 then 0826: enable_hud 0 //drawing new HUD 03F0: enable_text_draw 1 //armour 04DD: 0@ = actor $PLAYER_ACTOR armour if 0@ > 0 then 03E4: set_text_draw_align_right 1 0340: set_text_draw_RGBA 150 150 150 255 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A 0349: set_text_draw_font TEXT_FONT 033F: set_text_draw_letter_size LETTER_W LETTER_H 0AB1: call_scm_func @Offset 2 633.0 7.0 1@ 2@ //max X 640.0 max Y 448.0 045A: draw_text_1number 1@ 2@ GXT GXT_VAR number 0@ // ALL RACES WON!~n~~w~$~1~ end //health 1@ = actor.Health($PLAYER_ACTOR) if 1@ > 0 then 03E4: set_text_draw_align_right 1 0340: set_text_draw_RGBA 255 0 0 255 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A 0349: set_text_draw_font TEXT_FONT 033F: set_text_draw_letter_size LETTER_W LETTER_H if 0@ > 0 //armour then 0A08: get_gxt_string_1number GXT_VAR number 0@ width_to 2@ // ~1~ 0AB1: call_scm_func @Offset 2 2.0 7.0 3@ 4@ 0093: 2@ = integer 2@ to_float 2@ -= 625.0 0097: make 2@ absolute_float 005B: 2@ += 3@ // (float) 045A: draw_text_1number 2@ 4@ GXT GXT_VAR number 1@ // ALL RACES WON!~n~~w~$~1~ else 0AB1: call_scm_func @Offset 2 633.0 7.0 2@ 3@ 045A: draw_text_1number 2@ 3@ GXT GXT_VAR number 1@ // ALL RACES WON!~n~~w~$~1~ end end //ammo 0AB1: call_scm_func @GetAmmo_2 0 0@ 1@ //in clip; remaining if 0@ > 0 //ammo in clip then 03E4: set_text_draw_align_right 1 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A 0349: set_text_draw_font TEXT_FONT 0093: 5@ = integer 0@ to_float 5@ /= 0.5 0092: 5@ = float 5@ to_integer if 5@ > 200 then 5@ = 200 end 0340: set_text_draw_RGBA 50 200 5@ 255 033F: set_text_draw_letter_size LETTER_W LETTER_H if and 1@ > 0 //remaining ammo not 1@ > 9999 //max displated ammo then 0A08: get_gxt_string_1number GXT_VAR number 1@ width_to 2@ // ~1~ 0AB1: call_scm_func @Offset 2 2.0 25.0 3@ 4@ 0093: 2@ = integer 2@ to_float 2@ -= 625.0 0097: make 2@ absolute_float 005B: 2@ += 3@ // (float) 045A: draw_text_1number 2@ 4@ GXT GXT_VAR number 0@ // ALL RACES WON!~n~~w~$~1~ else 0AB1: call_scm_func @Offset 2 633.0 25.0 1@ 2@ 045A: draw_text_1number 1@ 2@ GXT GXT_VAR number 0@ // ALL RACES WON!~n~~w~$~1~ end end if and 1@ > 0 //remaining ammo not 1@ > 9999 //max displated ammo then 03E4: set_text_draw_align_right 1 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A 0349: set_text_draw_font TEXT_FONT 033F: set_text_draw_letter_size LETTER_W LETTER_H 0340: set_text_draw_RGBA 255 180 180 255 0AB1: call_scm_func @Offset 2 633.0 25.0 2@ 3@ 045A: draw_text_1number 2@ 3@ GXT GXT_VAR number 1@ // ALL RACES WON!~n~~w~$~1~ end //time 00BF: 0@ = current_time_hours, 1@ = current_time_minutes 0342: set_text_draw_centered 1 0093: 2@ = integer 0@ to_float 0093: 3@ = integer 1@ to_float 3@ /= 60.0 //convert minutes: 60 min is 1 005B: 2@ += 3@ // (float) add converted minutes to hours 2@ *= 7.5 //convert to angle: 12:00 is 90°, whose sine is 1 02F6: 2@ = sine 2@ // (float) get sine 2@ *= 170.0 //max is 1, multiply by 170, which is max added colour value 0092: 2@ = float 2@ to_integer 2@ += 70 //70 is min colour value in order not to make the text too dark 0340: set_text_draw_RGBA 2@ 2@ 255 255 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A 0349: set_text_draw_font TEXT_FONT 033F: set_text_draw_letter_size LETTER_W LETTER_H 0AB1: call_scm_func @Offset 2 320.0 7.0 3@ 4@ if 1@ > 9 then 045B: draw_text_2numbers 3@ 4@ GXT GXT_TIME numbers 0@ 1@ // ~1~:~1~ else 045B: draw_text_2numbers 3@ 4@ GXT GXT_TIME_0 numbers 0@ 1@ // ~1~:0~1~ end //oxygen if 0965: actor $PLAYER_ACTOR swimming then 0AB1: call_scm_func @GetOxygen_1 0 0@ //2652.0 max 0087: 1@ = 0@ // (float) 1@ /= 25.0 if 1@ > 100.0 then 1@ = 100.0 end 0092: 1@ = float 1@ to_integer 0085: 0@ = 1@ // (int) 0@ += 125 0AB1: call_scm_func @Offset 2 320.0 25.0 2@ 3@ 0342: set_text_draw_centered 1 0340: set_text_draw_RGBA 0 255 255 0@ 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B 0@ 0349: set_text_draw_font TEXT_FONT 033F: set_text_draw_letter_size LETTER_W LETTER_H 045A: draw_text_1number 2@ 3@ GXT GXT_VAR number 1@ // ALL RACES WON!~n~~w~$~1~ end //money 0@ = player.Money(0) 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A 0349: set_text_draw_font TEXT_FONT 033F: set_text_draw_letter_size LETTER_W LETTER_H if 0@ > 0 then 0340: set_text_draw_RGBA 72 140 62 255 else if 0@ == 0 then 0340: set_text_draw_RGBA 200 200 200 255 else 0340: set_text_draw_RGBA 255 0 0 255 end end 0AB1: call_scm_func @Offset 2 7.0 7.0 1@ 2@ 045A: draw_text_1number 1@ 2@ GXT GXT_MONEY number 0@ // ALL RACES WON!~n~~w~$~1~ //wanted level 0@ = player.WantedLevel(0) 0A8D: 1@ = read_memory 0xB7CD9C size 4 virtual_protect 0 //CWanted 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 //cop rage: 6900 max if 0@ > 0 then 0093: 1@ = integer 1@ to_float 1@ /= 44.5 //convert: 6900 — 155 0092: 1@ = float 1@ to_integer 1@ += 100 0340: set_text_draw_RGBA 1@ 215 100 255 081C: draw_text_outline OUTLINE_W RGBA OUTLINE_R OUTLINE_G OUTLINE_B OUTLINE_A 0349: set_text_draw_font TEXT_FONT 033F: set_text_draw_letter_size LETTER_W LETTER_H 0AB1: call_scm_func @Offset 2 7.0 25.0 2@ 3@ 045A: draw_text_1number 2@ 3@ GXT GXT_VAR number 0@ // ALL RACES WON!~n~~w~$~1~ end //turn drawing mode off 03F0: enable_text_draw 0 end end :GetAmmo_2 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 0x718 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 //weapon slot if and 1@ > 1 //not melee 1@ <> 10 //not gifts 1@ <> 11 //not goggles or parachute 1@ <> 12 //not detonator then 1@ *= 28 //each slot has 28 bytes of info 0A96: 0@ = actor $PLAYER_ACTOR struct 0@ += 0x5A0 //CWeaponSlot 005A: 0@ += 1@ // (int) 0@ += 8 //get ammo in clip 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 0@ += 4 //get all ammo 0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0 0062: 2@ -= 1@ // (int) get remaining ammo else 1@ = -1 2@ = -1 end 0AB2: ret 2 1@ 2@ :GetOxygen_1 //0xB7CDB4 - sprinting time left, just in case 0A8D: 0@ = read_memory 0xB7CDE0 size 4 virtual_protect 0 0AB2: ret 1 0@ :Offset //0@ - X, 1@ - Y 0A4A: store_joystick_X_offset_to 2@ Y_offset_to 3@ 2@ *= 0.05 3@ *= -0.05 0079: 2@ += frame_delta_time * 0.02 // (float) 0079: 3@ += frame_delta_time * 0.02 // (float) if 2@ > 5.0 then 2@ = 5.0 else if 2@ < -5.0 then 2@ = -5.0 end end if 3@ > 5.0 then 3@ = 5.0 else if 3@ < -5.0 then 3@ = -5.0 end end 005B: 0@ += 2@ // (float) 005B: 1@ += 3@ // (float) 0AB2: ret 2 0@ 1@[/CODE] [/QUOTE]
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