hello guys, in this script when you write "fps" your you can move your character, like airbreaking!
but i want to change so only when you press "q" you start to airbreak. ive looked in the code but cant understand how to change it.
I have also tried with SCM Key Changer.exe but dident work.
Regards!
but i want to change so only when you press "q" you start to airbreak. ive looked in the code but cant understand how to change it.
I have also tried with SCM Key Changer.exe but dident work.
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
Regards!