N
Natso
Guest
This is a scenario of CLEO airplane, I want it painted red squares any vehicle or other means within 1000m and not shoot, I have to edit how
Code:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread "test"
:ATPS130_11
wait 0
if and
Actor.DrivingVehicleType($PLAYER_ACTOR, #ANDROM)
0ADC: test_cheat "auto"
else_jump @ATPS130_11
0@ = Actor.CurrentCar($PLAYER_ACTOR)
19@ = 0
0ADF: add_dynamic_GXT_entry "AUTFIRE" text "Auto fire enabled"
wait 500
:ATPS130_92
wait 0
gosub @ATPS130_1417
gosub @ATPS130_183
if
Actor.Driving($PLAYER_ACTOR)
else_jump @ATPS130_145
if
0ADC: test_cheat "auto"
else_jump @ATPS130_92
:ATPS130_145
Car.RemoveReferences(0@)
Car.RemoveReferences(6@)
Object.Destroy(17@)
0AE0: remove_dynamic_GXT_entry "AUTFIRE"
wait 500
jump @ATPS130_11
:ATPS130_183
0A8D: 2@ = read_memory 12010644 size 4 virtual_protect 0
2@ += 4
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
3@ = 0
0A8D: 2@ = read_memory 12010644 size 4 virtual_protect 0
2@ += 4
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
3@ = 0
:ATPS130_263
0A8D: 6@ = read_memory 2@ size 1 virtual_protect 0
2@ += 1
if and
6@ >= 0
128 > 6@
else_jump @ATPS130_1385
005A: 6@ += 3@ // (int)
if
803B: not 0@ == 6@ // (int)
else_jump @ATPS130_1385
:ATPS130_335
if
not Car.Wrecked(6@)
else_jump @ATPS130_1385
0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset -20.0 150.0 150.0
0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset -170.0 -50.0 -150.0
if
00B1: car 6@ sphere 0 in_cube_cornerA 7@ 8@ 9@ cornerB 10@ 11@ 12@
else_jump @ATPS130_1385
0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset 0.0 0.0 0.0
0407: store_coords_to 10@ 11@ 12@ from_car 6@ with_offset 0.0 0.0 0.0
050A: 13@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@
if
250.0 > 13@
else_jump @ATPS130_1385
0407: store_coords_to 14@ 15@ 16@ from_car 6@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @ATPS130_1463 3 14@ 15@ 16@ 4@ 5@
03F0: enable_text_draw 1
0087: 7@ = 4@ // (float)
7@ += 8.0
038E: draw_box_position 7@ 5@ size 1.0 16.0 RGBA 255 55 25 255
0087: 7@ = 4@ // (float)
7@ -= 8.0
038E: draw_box_position 7@ 5@ size 1.0 16.0 RGBA 255 55 25 255
0087: 7@ = 5@ // (float)
7@ += 8.0
038E: draw_box_position 4@ 7@ size 16.0 1.0 RGBA 255 55 25 255
0087: 7@ = 5@ // (float)
7@ -= 8.0
038E: draw_box_position 4@ 7@ size 16.0 1.0 RGBA 255 55 25 255
if
19@ == 0
else_jump @ATPS130_985
Object.Destroy(17@)
Model.Load(1582)
038B: load_requested_models
:ATPS130_819
wait 0
if
Model.Available(1582)
else_jump @ATPS130_819
0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset -4.101 0.458 -2.01
17@ = Object.Init(1582, 7@, 8@, 9@)
Object.CollisionDetection(17@) = True
04D9: object 17@ set_scripted_collision_check 1
0750: set_object 17@ visibility 0
Model.Destroy(1582)
0407: store_coords_to 20@ 21@ 22@ from_car 6@ with_offset 0.0 0.0 0.0
0063: 20@ -= 7@ // (float)
0063: 21@ -= 8@ // (float)
0063: 22@ -= 9@ // (float)
32@ = 0
19@ = 1
jump @ATPS130_1323
:ATPS130_985
0400: store_coords_to 7@ 8@ 9@ from_object 17@ with_offset 0.0 0.0 0.0
095C: create_smoke_at 7@ 8@ 9@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 0.5 size 0.5 last_factor 0.25
0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset 0.0 0.0 0.0
if
04E6: object 17@ near_point 7@ 8@ 9@ radius 30.0 30.0 30.0 flag 0
else_jump @ATPS130_1148
jump @ATPS130_1164
:ATPS130_1148
if
84DA: not has_object 17@ collided
else_jump @ATPS130_1211
:ATPS130_1164
if
not 32@ > 5000
else_jump @ATPS130_1211
Object.ToggleInMovingList(17@) = True
Object.Throw(17@, 20@, 21@, 22@)
jump @ATPS130_1272
:ATPS130_1211
0400: store_coords_to 7@ 8@ 9@ from_object 17@ with_offset 0.0 0.0 0.0
020C: create_explosion_with_radius 10 at 7@ 8@ 9@
Object.Destroy(17@)
19@ = 0
jump @ATPS130_1323
:ATPS130_1272
0407: store_coords_to 7@ 8@ 9@ from_car 0@ with_offset -2.4 9.361 -1.521
06BC: create_M4_shoot_from 7@ 8@ 9@ target 14@ 15@ 16@ energy 100
:ATPS130_1323
gosub @ATPS130_1417
if
500 > 33@
else_jump @ATPS130_1385
wait 0
if
Actor.Driving($PLAYER_ACTOR)
0AA1: return_if_false
if
0ADC: test_cheat "auto"
else_jump @ATPS130_335
return
:ATPS130_1385
33@ = 0
3@ += 256
3@ > 27904
else_jump @ATPS130_263
return
:ATPS130_1417
03F0: enable_text_draw 1
060D: draw_text_shadow 0 rgba 0 0 0 0
0343: set_text_draw_linewidth 640.0
033E: set_draw_text_position 500.0 435.0 GXT "AUTFIRE"
return
:ATPS130_1463
18@ = 1
0A9F: 19@ = current_thread_pointer
0AB1: call_scm_func @ATPS130_1628 2 19@ 0 14@
0AB1: call_scm_func @ATPS130_1628 2 19@ 3 15@
0AB1: call_scm_func @ATPS130_1628 2 19@ 6 16@
0AB1: call_scm_func @ATPS130_1628 2 19@ 9 17@
0AB1: call_scm_func @ATPS130_1628 2 19@ 12 18@
0AA5: call 7392816 num_params 6 pop 6 18@ 18@ 17@ 16@ 15@ 14@
0AB1: call_scm_func @ATPS130_1736 2 3@ 4@ 3@ 4@
0AB2: ret 2 3@ 4@
:ATPS130_1628
if
not 0@ == 0
else_jump @ATPS130_1721
1@ *= 4
0A8E: 2@ = 0@ + 220 // int
if
2@ == 1
else_jump @ATPS130_1699
1@ += 10783072
jump @ATPS130_1714
:ATPS130_1699
005A: 1@ += 0@ // (int)
1@ += 60
:ATPS130_1714
jump @ATPS130_1728
:ATPS130_1721
1@ = 0
:ATPS130_1728
0AB2: ret 1 1@
:ATPS130_1736
2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
0AB2: ret 2 0@ 1@