MasterXVQ link said:Hello again.
I know it is posible to define the nearest player on foot.
Someone could help me how can i do that?
Thanks.
:YOUR_LABEL
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@
if
0256: player 1@ defined
jf @YOUR_LABEL
if
not Actor.Driving(1@)
then
//IF HE ON FOOT
else
//IF HE IN CAR
end
{$CLEO}
0662: "Spexx"
0B34: samp register_client_command "Slapall" to_label @togon
31@ = false
:loop
wait 0
if
31@ == true
jf @loop
goto @spexx_0
:togon
wait 0
if
31@ == false
jf @togoff
print "on" 2000
0AF8: samp add_message_to_chat "{44FF44}[Streamslapper] {FF4444}Use:{FFFFFF} Press/Hold key > {44FF44}R{FFFFFF} < to slap all clsoest streamed people. " color 12517890
0AF8: samp add_message_to_chat "{44FF44}[Streamslapper] {FF4444}Use:{FFFFFF} Aim and press {44FF44}Left Mouse Button{FFFFFF} to slap target player. " color 12517890
31@ = true
SAMP.CmdRet
goto @loop
:togoff
wait 0
if
31@ == true
jf @togon
print "off" 2000
31@ = false
SAMP.CmdRet
goto @loop
:spexx_Aim
wait 0
if and
31@ == true
key_down 1
else_jump @Spexx_0
call @Label949 1 400.0 26@
if
056D: actor 26@ defined
else_jump @Pedsinarea
0B2B: samp 24@ = get_player_id_by_actor_handle 26@
0AD1: show_formatted_text_highpriority "~Y~Slapping ~B~ID ~>~ ~G~[%i]~<~ ~W~." time 2000 24@
04C4: store_coords_to 3@ 4@ 5@ from_actor 26@ with_offset 0.0 0 -1.7
0AE2: 23@ = random_vehicle_near_point 3@ 4@ 5@ in_radius 99999.0 find_next 0 pass_wrecked 1
if
056E: car 23@ defined
else_jump @Carsinarea
046C: 22@ = car 23@ driver
00D6: if
856D: not actor 22@ defined
else_Jump @Spexx_Cardriver
Jump @Continue
:Spexx_0
wait 0
if and
31@ == true
key_Down 82
else_jump @Spexx_Aim
wait 0
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@) // SEARCHING START POS
3@ = 300.0 // SEARCH RADIUS
gosub @AIC_GETACTOR // GET ACTOR WICH IS AT POS 0@ 1@ 2@ TO 26@
if
056D: actor 26@ defined
else_jump @Pedsinarea
0B2B: samp 24@ = get_player_id_by_actor_handle 26@
0AD1: show_formatted_text_highpriority "~Y~Slapping ~B~ID ~>~ ~G~[%i]~<~ ~W~." time 2000 24@
04C4: store_coords_to 3@ 4@ 5@ from_actor 26@ with_offset 0.0 0 -1.7
0AE2: 23@ = random_vehicle_near_point 3@ 4@ 5@ in_radius 99999.0 find_next 0 pass_wrecked 1
if
056E: car 23@ defined
else_jump @Carsinarea
046C: 22@ = car 23@ driver
00D6: if
856D: not actor 22@ defined
else_Jump @Spexx_Cardriver
Jump @Continue
:Continue
wait 0
29@ = car.Model(23@)
if and
not 29@ == #VCNMAV
not 29@ == #Skimmer
not 29@ == #RUSTLER
not 29@ == #BEAGLE
not 29@ == #CROPDUST
not 29@ == #STUNT
not 29@ == #SHAMAL
not 29@ == #HYDRA
else_jump @Deletecar
if and
not 29@ == #NEVADA
not 29@ == #AT400
not 29@ == #ANDROM
not 29@ == #DODO
not 29@ == #CARGOBOB
not 29@ == #HUNTER
not 29@ == #LEVIATHN
not 29@ == #MAVERICK
else_jump @Deletecar
if and
not 29@ == #POLMAV
not 29@ == #RAINDANC
not 29@ == #SEASPAR
not 29@ == #SPARROW
not 29@ == #NRG500
not key_Down 46
else_jump @Deletecar
if and
not 29@ == #BIKE
not 29@ == 510
not 29@ == 481
not 29@ == #DUMPER
not 29@ == #BAGGAGE
not 29@ == #SANCHEZ
not 29@ == #PIZZABOY
not 29@ == #SANCHEZ
else_jump @Deletecar
if
Actor.Stopped(26@)
jf @Moving
if
not actor.Driving(26@)
jf @Driving
Jump @Spexx_2
:Spexx_2
wait 0
8@ = SAMP.GetSAMPVehicleIDByCarHandle(23@)
04C4: store_coords_to 3@ 4@ 5@ from_actor 26@ with_offset 0.0 0 -1.8
Jump @Spexx_Script
:Spexx_Script
wait 0
099A: set_car 23@ collision_detection 0
Car.PutAt(23@, 3@, 4@, 5@)
wait 0
0AC8: 6@ = allocate_memory_size 67
0C0D: struct 6@ offset 0 size 2 = 8@
0C0D: struct 6@ offset 2 size 1 = 65535
0C0D: struct 6@ offset 3 size 4 = -1.0
0C0D: struct 6@ offset 7 size 4 = -0.01
0C0D: struct 6@ offset 11 size 4 = 0.05
0C0D: struct 6@ offset 15 size 4 = 0.09
0C0D: struct 6@ offset 19 size 4 = -1.0
0C0D: struct 6@ offset 23 size 4 = 0.02
0C0D: struct 6@ offset 27 size 4 = 3@
0C0D: struct 6@ offset 31 size 4 = 4@
0C0D: struct 6@ offset 35 size 4 = 5@
0C0D: struct 6@ offset 39 size 4 = 0.0 // Speed side
0C0D: struct 6@ offset 43 size 4 = 0.0 // Speed fowards
0C0D: struct 6@ offset 47 size 4 = 400.0 // Speed Up/-down
0C0D: struct 6@ offset 51 size 4 = 0.0
0C0D: struct 6@ offset 55 size 4 = 0.0
0C0D: struct 6@ offset 59 size 4 = 0.0
0C0D: struct 6@ offset 63 size 4 = 1000.0
0B3D: raknet 5@ = new_bit_stream
0B40: raknet bit_stream 5@ write 214 type 0 size 1
0B40: raknet bit_stream 5@ write 6@ type 5 size 67
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 6@
099A: set_car 23@ collision_detection 1
Jump @Spexx_0
:Spexx_Script_2
wait 0
099A: set_car 23@ collision_detection 0
Car.PutAt(23@, 3@, 4@, 5@)
wait 0
0AC8: 6@ = allocate_memory_size 67
0C0D: struct 6@ offset 0 size 2 = 8@
0C0D: struct 6@ offset 2 size 1 = 65535
0C0D: struct 6@ offset 3 size 4 = -1.0
0C0D: struct 6@ offset 7 size 4 = -0.01
0C0D: struct 6@ offset 11 size 4 = 0.05
0C0D: struct 6@ offset 15 size 4 = 0.09
0C0D: struct 6@ offset 19 size 4 = -1.0
0C0D: struct 6@ offset 23 size 4 = 0.02
0C0D: struct 6@ offset 27 size 4 = 3@
0C0D: struct 6@ offset 31 size 4 = 4@
0C0D: struct 6@ offset 35 size 4 = 5@
0C0D: struct 6@ offset 39 size 4 = 0.0 // Speed side
0C0D: struct 6@ offset 43 size 4 = -400.0 // Speed fowards
0C0D: struct 6@ offset 47 size 4 = 0.0 // Speed Up/-down
0C0D: struct 6@ offset 51 size 4 = 0.0
0C0D: struct 6@ offset 55 size 4 = 0.0
0C0D: struct 6@ offset 59 size 4 = 0.0
0C0D: struct 6@ offset 63 size 4 = 0.0
0B3D: raknet 5@ = new_bit_stream
0B40: raknet bit_stream 5@ write 214 type 0 size 1
0B40: raknet bit_stream 5@ write 6@ type 5 size 67
0B8B: raknet send bit_stream 5@
0B3E: raknet delete_bit_stream 5@
0AC9: free_allocated_memory 6@
099A: set_car 23@ collision_detection 1
Jump @Spexx_0
:Newcar
wait 0
car.Destroy(23@)
Jump @Spexx_0
:Moving
wait 0
8@ = SAMP.GetSAMPVehicleIDByCarHandle(23@)
04C4: store_coords_to 3@ 4@ 5@ from_actor 26@ with_offset 0.0 1.8 -1.8
Jump @Spexx_Script
:Driving
wait 0
8@ = SAMP.GetSAMPVehicleIDByCarHandle(23@)
04C4: store_coords_to 3@ 4@ 5@ from_actor 26@ with_offset 0.0 4.0 1.0
Jump @Spexx_Script_2
:Deletecar
wait 0
car.Destroy(23@)
Jump @Spexx_0
:Spexx_Cardriver
wait 0
0AE2: 23@ = random_vehicle_near_point 3@ 4@ 5@ in_radius 99999.0 find_next 1 pass_wrecked 1
if
056E: car 23@ defined
else_jump @Carsinarea
jump @Continue
:Pedsinarea
wait 0
0AF8: samp add_message_to_chat "{44FF44}[Streamslapper] {FF4444}Error:{FFFFFF} There is no players to slap. " color 12517890
0AD1: "~R~There is not any players streamed.." 1000
wait 1000
Jump @Spexx_0
:Carsinarea
wait 0
0AF8: samp add_message_to_chat "{44FF44}[Streamslapper] {FF4444}Error:{FFFFFF} You must have cars streamed to slap people. " color 12517890
0AD1: "~R~There is not any cars streamed.." 1000
wait 1000
Jump @Spexx_0
:AIC_GETACTOR
0395: clear_area 1 at 0@ 1@ 2@ radius 100000.0
0006: 16@ = 305868
0006: 5@ = @AIC_TESTACTORHANDLE
0006: 6@ = 1988
0002: jump @AIC_STARTSEARCH
:AIC_GETOBJECT
0006: 16@ = 305871
0006: 17@ = @AIC_TESTOBJECTHANDLE
0006: 20@ = 412
:AIC_GETVEHICLE
0006: 16@ = 305869
0006: 17@ = @AIC_TESTVEHICLEHANDLE
0006: 18@ = -1
0006: 20@ = 2584
0256: player $PLAYER_CHAR defined
004D: jump_if_false @AIC_STARTSEARCH
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @AIC_STARTSEARCH
03C0: 18@ = actor $PLAYER_ACTOR car
0002: jump @AIC_STARTSEARCH
:AIC_STARTSEARCH
008B: 16@ = &0(16@,1i) // CPool*
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 8 )^ = 7@ // CPool.Size
0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 // CPool.pUnits
0006: 26@ = -1
0006: 10@ = 0
:AIC_SEARCHLOOPMAIN
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 11@ + 20 )^ = 4@ // xyz*
8039: not 4@ == 0
004D: jump_if_false @AIC_SEARCHLOOPNEXT
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 48 )^ = 12@ // x
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 52 )^ = 13@ // y
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 56 )^ = 14@ // z
050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@
0025: 3@ > 15@ // (float)
004D: jump_if_false @AIC_SEARCHLOOPNEXT
0085: 26@ = 10@ // (int) // counter
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 4 )^ = 4@ // CPool.flags
005A: 4@ += 26@ // (int)
0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0
0012: 26@ *= 256
005A: 26@ += 4@ // (int)
0002: jump 5@
:AIC_TESTACTORHANDLE
056D: is 26@ valid_actor_handle
004D: jump_if_false @AIC_NOHANDLE
00D6: if or
003C: $PLAYER_ACTOR == 26@ // (int)
0118: actor 26@ dead
004D: jump_if_false @AIC_NEWSEARCHRADIUS
0002: jump @AIC_NOHANDLE
:AIC_TESTOBJECTHANDLE
//0001: wait 0
83CA: not object 26@ exists
004D: jump_if_false @AIC_NEWSEARCHRADIUS
:AIC_TESTVEHICLEHANDLE
056E: is 26@ valid_vehicle_handle
004D: jump_if_false @AIC_NOHANDLE
00D6: if or
003B: $PLAYER_ACTOR == 26@ // (int)
0119: car 26@ wrecked
004D: jump_if_false @AIC_NEWSEARCHRADIUS
0002: jump @AIC_NOHANDLE
:AIC_NOHANDLE
0006: 26@ = -1
0002: jump @AIC_SEARCHLOOPNEXT
:AIC_NEWSEARCHRADIUS
if
056D: actor 26@ defined
jf @AIC_NOHANDLE
0085: 3@ = 15@
:AIC_SEARCHLOOPNEXT
005A: 11@ += 6@ // (int)
000A: 10@ += 1
002D: 10@ >= 7@ // (int)
004D: jump_if_false @AIC_SEARCHLOOPMAIN
0051: return
:AIC_READMEMOFFSET
0A8E: 0@ = 0@ + 1@ // int
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0AB2: ret 1 0@
:Label949
28@ = 640.0
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:Label999
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @Label1254
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
else_jump @Label1254
if
803C: not $PLAYER_ACTOR == 31@ // (int)
else_jump @Label1254
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
02CB: actor 31@ bounding_sphere_visible
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 1 particle 0
else_jump @Label1254
call @Label1314 3 27@ 26@ 25@ 24@ 23@
0509: 22@ = distance_between_XY 339.0 179.0 and_XY 24@ 23@
if
0035: 28@ >= 22@ // (float)
else_jump @Label1254
0087: 28@ = 22@ // (float)
0087: 15@ = 31@ // (float)
:Label1254
30@ += 256
30@ > 35584
else_jump @Label999
if
056D: actor 15@ defined
else_jump @Label1304
return_true
jump @Label1306
:Label1304
return_false
:Label1306
ret 1 15@
:Label1314
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
12@ = 640.0
13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
ret 2 3@ 4@
MasterXVQ link said:Hello again.
I know it is posible to define the nearest player on foot.
Someone could help me how can i do that?
Thanks.
:NONAME_20
wait 0
if
0AB0: key_pressed 121
else_jump @NONAME_20
jump @NONAME_30
//-----MAIN-----
:NONAME_30
wait 0
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@) // SEARCHING START POS //-----MAIN-----
3@ = 3000.0 // SEARCH RADIUS //-----MAIN-----
gosub @AIC_GETACTOR // GET ACTOR WICH IS AT POS 0@ 1@ 2@ TO 26@ //-----MAIN-----
if //-----MAIN-----
056D: actor 26@ defined //-----MAIN-----
else_jump @NONAME_30
jump @NONAME_40
:AIC_GETACTOR
0395: clear_area 1 at 0@ 1@ 2@ radius 100000.0
0006: 16@ = 305868
0006: 5@ = @AIC_TESTACTORHANDLE
0006: 6@ = 1988
0002: jump @AIC_STARTSEARCH
:AIC_GETOBJECT
0006: 16@ = 305871
0006: 17@ = @AIC_TESTOBJECTHANDLE
0006: 20@ = 412
:AIC_GETVEHICLE
0006: 16@ = 305869
0006: 17@ = @AIC_TESTVEHICLEHANDLE
0006: 18@ = -1
0006: 20@ = 2584
0256: player $PLAYER_CHAR defined
004D: jump_if_false @AIC_STARTSEARCH
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @AIC_STARTSEARCH
03C0: 18@ = actor $PLAYER_ACTOR car
0002: jump @AIC_STARTSEARCH
:AIC_STARTSEARCH
008B: 16@ = &0(16@,1i) // CPool*
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 8 )^ = 7@ // CPool.Size
0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 // CPool.pUnits
0006: 26@ = -1
0006: 10@ = 0
:AIC_SEARCHLOOPMAIN
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 11@ + 20 )^ = 4@ // xyz*
8039: not 4@ == 0
004D: jump_if_false @AIC_SEARCHLOOPNEXT
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 48 )^ = 12@ // x
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 52 )^ = 13@ // y
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 56 )^ = 14@ // z
050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@
0025: 3@ > 15@ // (float)
004D: jump_if_false @AIC_SEARCHLOOPNEXT
0085: 26@ = 10@ // (int) // counter
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 4 )^ = 4@ // CPool.flags
005A: 4@ += 26@ // (int)
0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0
0012: 26@ *= 256
005A: 26@ += 4@ // (int)
0002: jump 5@
:AIC_TESTACTORHANDLE
056D: is 26@ valid_actor_handle
004D: jump_if_false @AIC_NOHANDLE
00D6: if or
003C: $PLAYER_ACTOR == 26@ // (int)
0118: actor 26@ dead
004D: jump_if_false @AIC_NEWSEARCHRADIUS
0002: jump @AIC_NOHANDLE
:AIC_TESTOBJECTHANDLE
//0001: wait 0
83CA: not object 26@ exists
004D: jump_if_false @AIC_NEWSEARCHRADIUS
:AIC_TESTVEHICLEHANDLE
056E: is 26@ valid_vehicle_handle
004D: jump_if_false @AIC_NOHANDLE
00D6: if or
003B: $PLAYER_ACTOR == 26@ // (int)
0119: car 26@ wrecked
004D: jump_if_false @AIC_NEWSEARCHRADIUS
0002: jump @AIC_NOHANDLE
:AIC_NOHANDLE
0006: 26@ = -1
0002: jump @AIC_SEARCHLOOPNEXT
:AIC_NEWSEARCHRADIUS
if
056D: actor 26@ defined
jf @AIC_NOHANDLE
0085: 3@ = 15@
:AIC_SEARCHLOOPNEXT
005A: 11@ += 6@ // (int)
000A: 10@ += 1
002D: 10@ >= 7@ // (int)
004D: jump_if_false @AIC_SEARCHLOOPMAIN
0051: return
:AIC_READMEMOFFSET
0A8E: 0@ = 0@ + 1@ // int
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0AB2: ret 1 0@
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
:NONAME_20
wait 0
if
0AB0: key_pressed 121
else_jump @NONAME_20
jump @NONAME_30
:NONAME_30
wait 0
Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@) // SEARCHING START POS
3@ = 3000.0 // SEARCH RADIUS
gosub @AIC_GETACTOR // GET ACTOR WICH IS AT POS 0@ 1@ 2@ TO 26@
if
056D: actor 26@ defined
else_jump @NONAME_30
jump @NONAME_40
:NONAME_40
if
Actor.Driving(26@)
jf @NONAME_20
$SATAN = Actor.CurrentCar(26@)
$MR_S0BEIT = Actor.CurrentCar($PLAYER_ACTOR)
jump @NONAME_99
:NONAME_99
if
056E: car $MR_S0BEIT defined
056E: car $SATAN defined
jump @NONAME_120
:NONAME_120
wait 0
if
not Actor.InCar($PLAYER_ACTOR, $SATAN)
jf @NONAME_20
if
Actor.InCar($PLAYER_ACTOR, $MR_S0BEIT)
jf @NONAME_20
02E3: -1888@ = car $MR_S0BEIT speed
036A: put_actor $PLAYER_ACTOR in_car $SATAN
036A: put_actor $PLAYER_ACTOR in_car $SATAN
036A: put_actor $PLAYER_ACTOR in_car $SATAN
0407: store_coords_to 8@ 9@ 10@ from_car $MR_S0BEIT with_offset 0.0 0.0 15.0
Car.PutAt($SATAN, 8@, 9@, 10@)
0731: set_car $SATAN y_angle_to 135
//07DB: set_car $MR_S0BEIT rotation_velocity_XYZ 0.0 1.0 -4000.0 through_center_of_mass
Car.SetSpeedInstantly($SATAN, 600.0)
wait 100
//04C4: store_coords_to 2@ 3@ 4@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
036A: put_actor $PLAYER_ACTOR in_car $MR_S0BEIT
036A: put_actor $PLAYER_ACTOR in_car $MR_S0BEIT
036A: put_actor $PLAYER_ACTOR in_car $MR_S0BEIT
wait 1
Car.SetSpeedInstantly($MR_S0BEIT, -1888@)
jump @NONAME_20
:AIC_GETACTOR
0395: clear_area 1 at 0@ 1@ 2@ radius 100000.0
0006: 16@ = 305868
0006: 5@ = @AIC_TESTACTORHANDLE
0006: 6@ = 1988
0002: jump @AIC_STARTSEARCH
//:AIC_GETOBJECT
//0006: 16@ = 305871
//0006: 17@ = @AIC_TESTOBJECTHANDLE
//0006: 20@ = 412
//:AIC_GETVEHICLE
//0006: 16@ = 305869
//0006: 17@ = @AIC_TESTVEHICLEHANDLE
//0006: 18@ = -1
//0006: 20@ = 2584
//0256: player $PLAYER_CHAR defined
//004D: jump_if_false @AIC_STARTSEARCH
//00DF: actor $PLAYER_ACTOR driving
//004D: jump_if_false @AIC_STARTSEARCH
//03C0: 18@ = actor $PLAYER_ACTOR car
//0002: jump @AIC_STARTSEARCH
:AIC_STARTSEARCH
008B: 16@ = &0(16@,1i) // CPool*
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 8 )^ = 7@ // CPool.Size
0A8D: 11@ = read_memory 16@ size 4 virtual_protect 0 // CPool.pUnits
0006: 26@ = -1
0006: 10@ = 0
:AIC_SEARCHLOOPMAIN
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 11@ + 20 )^ = 4@ // xyz*
8039: not 4@ == 0
004D: jump_if_false @AIC_SEARCHLOOPNEXT
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 48 )^ = 12@ // x
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 52 )^ = 13@ // y
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 4@ + 56 )^ = 14@ // z
050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@
0025: 3@ > 15@ // (float)
004D: jump_if_false @AIC_SEARCHLOOPNEXT
0085: 26@ = 10@ // (int) // counter
0AB1: call_scm_func @AIC_READMEMOFFSET 2 ( 16@ + 4 )^ = 4@ // CPool.flags
005A: 4@ += 26@ // (int)
0A8D: 4@ = read_memory 4@ size 1 virtual_protect 0
0012: 26@ *= 256
005A: 26@ += 4@ // (int)
0002: jump 5@
:AIC_TESTACTORHANDLE
056D: is 26@ valid_actor_handle
004D: jump_if_false @AIC_NOHANDLE
00D6: if or
003C: $PLAYER_ACTOR == 26@ // (int)
0118: actor 26@ dead
004D: jump_if_false @AIC_NEWSEARCHRADIUS
0002: jump @AIC_NOHANDLE
//:AIC_TESTOBJECTHANDLE
//0001: wait 0
//83CA: not object 26@ exists
//004D: jump_if_false @AIC_NEWSEARCHRADIUS
//:AIC_TESTVEHICLEHANDLE
//056E: is 26@ valid_vehicle_handle
//004D: jump_if_false @AIC_NOHANDLE
//00D6: if or
//003B: $PLAYER_ACTOR == 26@ // (int)
//0119: car 26@ wrecked
///004D: jump_if_false @AIC_NEWSEARCHRADIUS
//0002: jump @AIC_NOHANDLE
:AIC_NOHANDLE
0006: 26@ = -1
0002: jump @AIC_SEARCHLOOPNEXT
:AIC_NEWSEARCHRADIUS
if
056D: actor 26@ defined
jf @AIC_NOHANDLE
0085: 3@ = 15@
:AIC_SEARCHLOOPNEXT
005A: 11@ += 6@ // (int)
000A: 10@ += 1
002D: 10@ >= 7@ // (int)
004D: jump_if_false @AIC_SEARCHLOOPMAIN
0051: return
:AIC_READMEMOFFSET
0A8E: 0@ = 0@ + 1@ // int
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0AB2: ret 1 0@