CLEO Help Please Help Me Decrypter This Script.

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Kross

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Hi I Have This Script Bu Encrypted. Please Help Me For Decrypter This Script.

Script;
PHP:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE CLEO+}
{$USE NewOpcodes}

0000: NOP

0A39: get_vehicle_camera_mode_to 16@
0A8D: 18@ = read_memory 11989232 size 1 virtual_protect 0
0A8C: write_memory 5488583 size 4 value -1869574000 virtual_protect 1
0A8C: write_memory 5488587 size 1 value 144 virtual_protect 1
0A8C: write_memory 5488945 size 4 value -220280088 virtual_protect 1
0A8C: write_memory 5488949 size 1 value 255 virtual_protect 1
0AC6: 27@ = label @PLAYERACTOR6579 offset
0AC6: 28@ = label @PLAYERACTOR6643 offset
0A8D: 0@ = read_memory 5425000 size 1 virtual_protect 0
0A8C: write_memory 5499212 size 1 value 0 virtual_protect 1
if
  0@ == 235
jf @PLAYERACTOR173
0A8C: write_memory 5425000 size 1 value 137 virtual_protect 1
0A8C: write_memory 5425001 size 1 value 142 virtual_protect 1

:PLAYERACTOR173
thread '$PLAYER_ACTOR'

:PLAYERACTOR192
wait 0
041D: set_camera_near_clip 0.03
gosub @PLAYERACTOR7100
if
  $FIRST_PERSON_ON == 1
jf @PLAYERACTOR192
$FIRST_PERSON_ON = 1
$FIRST_PERSON = 1

:PLAYERACTOR242
key_down 110
jf @PLAYERACTOR264
wait 0
jump @PLAYERACTOR242

:PLAYERACTOR264
0A8C: write_memory 5425000 size 1 value 235 virtual_protect 1
0A8C: write_memory 5425001 size 1 value 109 virtual_protect 1
call @PLAYERACTOR3251 0 10@ 12@ 11@
25@ = 360.0
0063: 25@ -= 10@ // (float)
0087: 10@ = 25@ // (float)
0A8C: write_memory 5385273 size 1 value 68 virtual_protect 1
0A8C: write_memory 5385279 size 1 value 68 virtual_protect 1
0A8C: write_memory 5385290 size 5 value 144 virtual_protect 1
14@ = 0

:PLAYERACTOR383
041D: set_camera_near_clip 0.03
call @PLAYERACTOR2812 0
0D0B: get_actor $PLAYER_ACTOR bone 6 matrix_to 0@ // IF and SET
0D0A: store_coords_to 1@ 2@ 3@ from_matrix 0@ with_offsets 0.15 0.05 -0.04
call @PLAYERACTOR3871 3 1@ 2@ 3@
0A4A: store_joystick_X_offset_to 4@ Y_offset_to 5@
4@ /= 4.0
5@ /= 4.0
0063: 11@ -= 4@ // (float)
005B: 10@ += 5@ // (float)
0656: get_angle 11@ absolute_degrees_to 11@
0656: get_angle 10@ absolute_degrees_to 10@
if and
  10@ > 60.0
   not 10@ >= 285.0
jf @PLAYERACTOR615
0087: 12@ = 10@ // (float)
12@ -= 60.0
if
   not 12@ >= 90.0
jf @PLAYERACTOR605
10@ = 60.0
jump @PLAYERACTOR615

:PLAYERACTOR605
10@ = 285.0

:PLAYERACTOR615
if
   Actor.Driving($PLAYER_ACTOR)
jf @PLAYERACTOR728
if and
  11@ > 90.0
   not 11@ >= 270.0
jf @PLAYERACTOR728
0087: 12@ = 11@ // (float)
12@ -= 90.0
if
   not 12@ >= 90.0
jf @PLAYERACTOR718
11@ = 90.0
jump @PLAYERACTOR728

:PLAYERACTOR718
11@ = 270.0

:PLAYERACTOR728
if
   Actor.Driving($PLAYER_ACTOR)
jf @PLAYERACTOR928
if
  14@ == 0
jf @PLAYERACTOR789
10@ = 0.0
11@ = 0.0
14@ = 1

:PLAYERACTOR789
20@ = Actor.CurrentCar($PLAYER_ACTOR)
0A97: 21@ = car 20@ struct
21@ += 20
0A8D: 22@ = read_memory 21@ size 4 virtual_protect 0
call @PLAYERACTOR6512 4 27@ 10@ 0.0 11@
call @PLAYERACTOR6835 3 22@ 27@ 28@
call @PLAYERACTOR6002 1 28@
if
84AD:   not actor $PLAYER_ACTOR in_water
jf @PLAYERACTOR921
call @PLAYERACTOR1560 5 20@ 21@ 22@ 10@ 11@

:PLAYERACTOR921
jump @PLAYERACTOR1073

:PLAYERACTOR928
if
  15@ == 1
jf @PLAYERACTOR965
call @PLAYERACTOR3251 0 10@ 12@ 11@

:PLAYERACTOR965
14@ = 0
call @PLAYERACTOR7391 0 25@
if or
  25@ == 0
  25@ == 2
jf @PLAYERACTOR1056
gosub @PLAYERACTOR1797
call @PLAYERACTOR1560 5 20@ 21@ 22@ 10@ 11@
15@ = 0
jump @PLAYERACTOR1073

:PLAYERACTOR1056
call @PLAYERACTOR4464 0
15@ = 1

:PLAYERACTOR1073
call @PLAYERACTOR2606 0
TIMERB = 0
wait 0
gosub @PLAYERACTOR7100
if
  $FIRST_PERSON_ON == 0
jf @PLAYERACTOR383
Camera.Restore_WithJumpCut
0A8C: write_memory 5425000 size 1 value 137 virtual_protect 1
0A8C: write_memory 5425001 size 1 value 142 virtual_protect 1
0A8C: write_memory 11992341 size 4 value 0 virtual_protect 0
0A8C: write_memory 11992280 size 4 value 70.0 virtual_protect 0
0A8C: write_memory 11992276 size 4 value 70.0 virtual_protect 0
0A8C: write_memory 5385273 size 1 value 88 virtual_protect 1
0A8C: write_memory 5385279 size 1 value 92 virtual_protect 1
0A8C: write_memory 5385290 size 4 value -230473240 virtual_protect 1
0A8C: write_memory 5385294 size 1 value 255 virtual_protect 1
$FIRST_PERSON_ON = 0
$FIRST_PERSON = 0

:PLAYERACTOR1264
key_down 110
jf @PLAYERACTOR1286
wait 0
jump @PLAYERACTOR1264

:PLAYERACTOR1286
jump @PLAYERACTOR192
068D: get_camera_position_to 11@ 12@ 13@
068E: get_camera_target_point_to 1@ 2@ 3@
0063: 1@ -= 11@ // (float)
0063: 2@ -= 12@ // (float)
0063: 3@ -= 13@ // (float)
1@ *= 5.0
2@ *= 5.0
3@ *= 5.0
005B: 1@ += 11@ // (float)
005B: 2@ += 12@ // (float)
005B: 3@ += 13@ // (float)
024F: create_corona_with_radius 0.1 type 1 lensflares 0 with_color 255 0 0 at 1@ 2@ 3@
024F: create_corona_with_radius 0.1 type 1 lensflares 0 with_color 255 0 0 at 1@ 2@ 3@
024F: create_corona_with_radius 0.1 type 1 lensflares 0 with_color 255 0 0 at 1@ 2@ 3@
024F: create_corona_with_radius 0.1 type 1 lensflares 0 with_color 255 0 0 at 1@ 2@ 3@
024F: create_corona_with_radius 0.1 type 1 lensflares 0 with_color 255 0 0 at 1@ 2@ 3@
024F: create_corona_with_radius 0.1 type 1 lensflares 0 with_color 255 0 0 at 1@ 2@ 3@
ret 0

:PLAYERACTOR1560
if
   Player.Controllable($PLAYER_CHAR)
jf @PLAYERACTOR1792
if
   not Actor.Driving($PLAYER_ACTOR)
jf @PLAYERACTOR1680
0AC6: 30@ = label @PLAYERACTOR6771 offset
Actor.StorePos($PLAYER_ACTOR, 11@, 12@, 13@)
0D05: set_matrix 30@ position 11@ 12@ 13@
0D08: set_matrix 30@ angles_XYZ 0@ 1@ 2@
0D0A: store_coords_to 11@ 12@ 13@ from_matrix 30@ with_offsets 0.05 100.0 0.0
jump @PLAYERACTOR1775

:PLAYERACTOR1680
0AC6: 30@ = label @PLAYERACTOR6771 offset
0D0B: get_actor $PLAYER_ACTOR bone 6 matrix_to 29@ // IF and SET
0D06: get_matrix 29@ position_to 11@ 12@ 13@
0D05: set_matrix 30@ position 11@ 12@ 13@
0D08: set_matrix 30@ angles_XYZ 4@ 0.0 5@
0D0A: store_coords_to 11@ 12@ 13@ from_matrix 11991452 with_offsets 0.0 100.0 0.0

:PLAYERACTOR1775
06A9: AS_actor $PLAYER_ACTOR look_at_point 11@ 12@ 13@ 550 ms

:PLAYERACTOR1792
ret 0

:PLAYERACTOR1797
if
  25@ == 2
jf @PLAYERACTOR1890
call @PLAYERACTOR3982 3 10@ 0.0 11@
call @PLAYERACTOR5093 3 10@ 0.0 11@
0087: 20@ = 10@ // (float)
21@ = 0.0
0087: 22@ = 11@ // (float)
jump @PLAYERACTOR2001

:PLAYERACTOR1890
call @PLAYERACTOR2932 3 10@ 0.0 11@ 20@ 21@ 22@
call @PLAYERACTOR5093 3 20@ 21@ 22@
if and
   Player.Controllable($PLAYER_CHAR)
   Actor.Animation($PLAYER_ACTOR) == "IDLE_STANCE"
jf @PLAYERACTOR2001
call @PLAYERACTOR2003 4 11@ 6@ 7@ TIMERB 6@ 7@

:PLAYERACTOR2001
return

:PLAYERACTOR2003
11@ = Actor.Angle($PLAYER_ACTOR)
0063: 11@ -= 0@ // (float)
0656: get_angle 11@ absolute_degrees_to 11@
if and
   not 11@ >= 270.0
  11@ >= 180.0
jf @PLAYERACTOR2131
0087: 2@ = 0@ // (float)
0@ -= 90.0
Actor.Angle($PLAYER_ACTOR) = 0@
0A1A: actor $PLAYER_ACTOR perform_walk_animation "TURN_R" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC
1@ = 1
jump @PLAYERACTOR2595

:PLAYERACTOR2131
if and
  11@ > 90.0
   not 11@ >= 180.0
jf @PLAYERACTOR2235
0087: 2@ = 0@ // (float)
0@ += 90.0
Actor.Angle($PLAYER_ACTOR) = 0@
0A1A: actor $PLAYER_ACTOR perform_walk_animation "TURN_L" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC
1@ = 1
jump @PLAYERACTOR2595

:PLAYERACTOR2235
if
  1@ == 1
jf @PLAYERACTOR2595
10@ = Actor.Angle($PLAYER_ACTOR)
0063: 10@ -= 2@ // (float)
0656: get_angle 10@ absolute_degrees_to 10@
if
  10@ >= 180.0
jf @PLAYERACTOR2450
10@ = Actor.Angle($PLAYER_ACTOR)
call @PLAYERACTOR12863 2 180.0 3@ 11@
005B: 10@ += 11@ // (float)
0656: get_angle 10@ absolute_degrees_to 10@
Actor.Angle($PLAYER_ACTOR) = 10@
0063: 10@ -= 2@ // (float)
0656: get_angle 10@ absolute_degrees_to 10@
if
   not 10@ >= 5.0
jf @PLAYERACTOR2410
0087: 10@ = 2@ // (float)
1@ = 0
jump @PLAYERACTOR2443

:PLAYERACTOR2410
0A1A: actor $PLAYER_ACTOR perform_walk_animation "TURN_R" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC

:PLAYERACTOR2443
jump @PLAYERACTOR2595

:PLAYERACTOR2450
10@ = Actor.Angle($PLAYER_ACTOR)
call @PLAYERACTOR12863 2 180.0 3@ 11@
0063: 10@ -= 11@ // (float)
0656: get_angle 10@ absolute_degrees_to 10@
Actor.Angle($PLAYER_ACTOR) = 10@
0063: 10@ -= 2@ // (float)
0656: get_angle 10@ absolute_degrees_to 10@
if
   not 10@ >= 5.0
jf @PLAYERACTOR2562
0087: 10@ = 2@ // (float)
1@ = 0
jump @PLAYERACTOR2595

:PLAYERACTOR2562
0A1A: actor $PLAYER_ACTOR perform_walk_animation "TURN_L" IFP "PED" framedelta 6.0 loopA 0 lockX 0 lockY 0 lockF 0 -1 ms // versionC

:PLAYERACTOR2595
ret 2 1@ 2@

:PLAYERACTOR2606
0D0A: store_coords_to 0@ 1@ 2@ from_matrix 11991452 with_offsets 0.0 0.0 0.0
0A8C: write_memory 11989816 size 4 value 0@ virtual_protect 0
0A8C: write_memory 11989820 size 4 value 1@ virtual_protect 0
0A8C: write_memory 11989824 size 4 value 2@ virtual_protect 0
0D0A: store_coords_to 0@ 1@ 2@ from_matrix 11991452 with_offsets 0.0 1.0 0.0
0D0A: store_coords_to 3@ 4@ 5@ from_matrix 11991452 with_offsets 0.0 0.0 0.0
0063: 0@ -= 3@ // (float)
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0A8C: write_memory 11989804 size 4 value 0@ virtual_protect 0
0A8C: write_memory 11989808 size 4 value 1@ virtual_protect 0
0A8C: write_memory 11989812 size 4 value 2@ virtual_protect 0
ret 0

:PLAYERACTOR2812
0A8C: write_memory 11992341 size 4 value 1 virtual_protect 0
0A8D: 0@ = read_memory 12045188 size 4 virtual_protect 0
008F: 1@ = integer 0@ to_float
1@ -= 500.0
0A8C: write_memory 11992268 size 4 value 1@ virtual_protect 0
1@ += 1000.0
0A8C: write_memory 11992272 size 4 value 1@ virtual_protect 0
0A8C: write_memory 11992280 size 4 value 100.0 virtual_protect 0
0A8C: write_memory 11992276 size 4 value 100.0 virtual_protect 0
ret 0

:PLAYERACTOR2932
0AC6: 30@ = label @PLAYERACTOR6771 offset
Actor.StorePos($PLAYER_ACTOR, 11@, 12@, 13@)
0D05: set_matrix 30@ position 11@ 12@ 13@
0D08: set_matrix 30@ angles_XYZ 0@ 1@ 2@
0D0A: store_coords_to 21@ 22@ 23@ from_matrix 30@ with_offsets 0.05 10.0 0.0
0D0B: get_actor $PLAYER_ACTOR bone 6 matrix_to 29@ // IF and SET
0D0A: store_coords_to 11@ 12@ 13@ from_matrix 29@ with_offsets 0.15 0.05 -0.04
0063: 21@ -= 11@ // (float)
0063: 22@ -= 12@ // (float)
0063: 23@ -= 13@ // (float)
call @PLAYERACTOR3184 3 21@ 22@ 23@ 11@ 12@ 13@
0604: get_Z_angle_for_point 11@ 12@ store_to 25@
006B: 11@ *= 11@ // (float)
006B: 12@ *= 12@ // (float)
005B: 11@ += 12@ // (float)
01FB: 12@ = square_root 11@
0604: get_Z_angle_for_point 12@ 13@ store_to 26@
26@ += 90.0
ret 3 26@ 0.0 25@

:PLAYERACTOR3184
050A: 3@ = distance_between_XYZ 0.0 0.0 0.0 and_XYZ 0@ 1@ 2@
0073: 0@ /= 3@ // (float)
0073: 1@ /= 3@ // (float)
0073: 2@ /= 3@ // (float)
ret 3 0@ 1@ 2@

:PLAYERACTOR3251
0@ = 11991452
0D03: 11@ = matrix 0@ x_angle
0D02: 10@ = matrix 0@ y_angle
0D04: 9@ = matrix 0@ z_angle
9@ -= 90.0
ret 3 11@ 10@ 9@
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0604: get_Z_angle_for_point 4@ 5@ store_to 9@
0069: 1@ *= 1@ // (float)
0069: 2@ *= 2@ // (float)
0059: 1@ += 2@ // (float)
01FB: 7@ = square_root 1@
0069: 4@ *= 4@ // (float)
0069: 5@ *= 5@ // (float)
0059: 4@ += 5@ // (float)
01FB: 8@ = square_root 4@
0604: get_Z_angle_for_point 3@ 7@ store_to 10@
0604: get_Z_angle_for_point 6@ 8@ store_to 11@
ret 3 11@ 10@ 9@
0087: 11@ = 0@ // (float)
0087: 12@ = 1@ // (float)
0087: 13@ = 2@ // (float)
0@ = 11991452
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 8@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
1@ *= -1.0
2@ *= -1.0
3@ *= -1.0
printf "%.2f %.2f %.2f . %.2f %.2f %.2f . %.2f %.2f %.2f ~n~ %.2f %.2f %.2f" 10000 1@ 2@ 3@ 4@ 5@ 6@ 7@ 8@ 9@ 11@ 12@ 13@
ret 0

:PLAYERACTOR3871
0A8D: 3@ = read_memory 13140048 size 4 virtual_protect 0
0A8C: write_memory 3@ size 4 value 0@ virtual_protect 0
3@ += 4
0A8C: write_memory 3@ size 4 value 1@ virtual_protect 0
3@ += 4
0A8C: write_memory 3@ size 4 value 2@ virtual_protect 0
0A8C: write_memory 11991500 size 4 value 0@ virtual_protect 0
0A8C: write_memory 11991504 size 4 value 1@ virtual_protect 0
0A8C: write_memory 11991508 size 4 value 2@ virtual_protect 0
ret 0

:PLAYERACTOR3982
0087: 24@ = 2@ // (float)
0A96: 30@ = actor $PLAYER_ACTOR struct
0A8E: 29@ = 30@ + 1372 // int
0A8E: 28@ = 30@ + 1152 // int
0A8D: 28@ = read_memory 28@ size 4 virtual_protect 0
28@ += 84
27@ = 3.141593
27@ /= 180.0
006B: 0@ *= 27@ // (float)
27@ = 6.283185
0063: 27@ -= 0@ // (float)
if
  27@ > 3.14
jf @PLAYERACTOR4124
0@ *= -1.0
0087: 27@ = 0@ // (float)

:PLAYERACTOR4124
Actor.Angle($PLAYER_ACTOR) = 24@
0A8C: write_memory 28@ size 4 value 27@ virtual_protect 0
ret 0
0D0B: get_actor $PLAYER_ACTOR bone 6 matrix_to 0@ // IF and SET
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 8@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
4@ *= -1.0
5@ *= -1.0
6@ *= -1.0
0604: get_Z_angle_for_point 1@ 2@ store_to 19@
0069: 7@ *= 7@ // (float)
0069: 8@ *= 8@ // (float)
0059: 7@ += 8@ // (float)
01FB: 17@ = square_root 7@
0069: 1@ *= 1@ // (float)
0069: 2@ *= 2@ // (float)
0059: 1@ += 2@ // (float)
01FB: 18@ = square_root 1@
0604: get_Z_angle_for_point 9@ 17@ store_to 10@
0604: get_Z_angle_for_point 3@ 18@ store_to 11@
ret 3 11@ 10@ 19@

:PLAYERACTOR4464
0D0B: get_actor $PLAYER_ACTOR bone 6 matrix_to 0@ // IF and SET
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 8@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
4@ *= -1.0
5@ *= -1.0
6@ *= -1.0
7@ *= -1.0
8@ *= -1.0
9@ *= -1.0
0A8C: write_memory 11991452 size 4 value 7@ virtual_protect 0
0A8C: write_memory 11991456 size 4 value 8@ virtual_protect 0
0A8C: write_memory 11991460 size 4 value 9@ virtual_protect 0
0A8C: write_memory 11991468 size 4 value 1@ virtual_protect 0
0A8C: write_memory 11991472 size 4 value 2@ virtual_protect 0
0A8C: write_memory 11991476 size 4 value 3@ virtual_protect 0
0A8C: write_memory 11991484 size 4 value 4@ virtual_protect 0
0A8C: write_memory 11991488 size 4 value 5@ virtual_protect 0
0A8C: write_memory 11991492 size 4 value 6@ virtual_protect 0
0AC6: 27@ = label @PLAYERACTOR6579 offset
0D08: set_matrix 27@ angles_XYZ 270.0 90.0 170.0
0AC6: 28@ = label @PLAYERACTOR6643 offset
call @PLAYERACTOR6835 3 11991452 27@ 28@
call @PLAYERACTOR6002 1 28@
ret 0
0A8D: 10@ = read_memory 13140048 size 4 virtual_protect 0
10@ -= 48
0A8C: write_memory 10@ size 4 value 7@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 8@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 9@ virtual_protect 0
10@ += 8
0A8C: write_memory 10@ size 4 value 4@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 5@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 6@ virtual_protect 0
10@ += 8
0A8C: write_memory 10@ size 4 value 1@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 2@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 3@ virtual_protect 0
ret 0

:PLAYERACTOR5093
0D08: set_matrix 11991452 angles_XYZ 0@ 1@ 2@
0A8D: 0@ = read_memory 13140048 size 4 virtual_protect 0
0@ -= 48
0D0A: store_coords_to 15@ 16@ 17@ from_matrix 11991452 with_offsets 0.0 1.0 0.0
0A8D: 21@ = read_memory 11991500 size 4 virtual_protect 0
0A8D: 22@ = read_memory 11991504 size 4 virtual_protect 0
0A8D: 23@ = read_memory 11991508 size 4 virtual_protect 0
0063: 15@ -= 21@ // (float)
0063: 16@ -= 22@ // (float)
0063: 17@ -= 23@ // (float)
0A8C: write_memory 11989804 size 4 value 15@ virtual_protect 0
0A8C: write_memory 11989808 size 4 value 16@ virtual_protect 0
0A8C: write_memory 11989812 size 4 value 17@ virtual_protect 0
0A8D: 1@ = read_memory 11991452 size 4 virtual_protect 0
0A8D: 2@ = read_memory 11991456 size 4 virtual_protect 0
0A8D: 3@ = read_memory 11991460 size 4 virtual_protect 0
0A8D: 4@ = read_memory 11991468 size 4 virtual_protect 0
0A8D: 5@ = read_memory 11991472 size 4 virtual_protect 0
0A8D: 6@ = read_memory 11991476 size 4 virtual_protect 0
0A8D: 7@ = read_memory 11991484 size 4 virtual_protect 0
0A8D: 8@ = read_memory 11991488 size 4 virtual_protect 0
0A8D: 9@ = read_memory 11991492 size 4 virtual_protect 0
1@ *= -1.0
2@ *= -1.0
3@ *= -1.0
0A8C: write_memory 11991452 size 4 value 1@ virtual_protect 0
0A8C: write_memory 11991456 size 4 value 2@ virtual_protect 0
0A8C: write_memory 11991460 size 4 value 3@ virtual_protect 0
0A8C: write_memory 0@ size 4 value 1@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 2@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 3@ virtual_protect 0
0@ += 8
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 8@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 9@ virtual_protect 0
0@ += 8
0A8C: write_memory 0@ size 4 value 4@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 5@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 6@ virtual_protect 0
ret 0
0D0B: get_actor $PLAYER_ACTOR bone 6 matrix_to 0@ // IF and SET
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 8@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
0AC6: 10@ = label @PLAYERACTOR6707 offset
0A8C: write_memory 10@ size 4 value 7@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 8@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 9@ virtual_protect 0
10@ += 8
0A8C: write_memory 10@ size 4 value 1@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 2@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 3@ virtual_protect 0
10@ += 8
0A8C: write_memory 10@ size 4 value 4@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 5@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 6@ virtual_protect 0
0AC6: 10@ = label @PLAYERACTOR6707 offset
ret 1 10@

:PLAYERACTOR6002
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 8@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
4@ *= -1.0
5@ *= -1.0
6@ *= -1.0
0A8C: write_memory 11991452 size 4 value 7@ virtual_protect 0
0A8C: write_memory 11991456 size 4 value 8@ virtual_protect 0
0A8C: write_memory 11991460 size 4 value 9@ virtual_protect 0
0A8C: write_memory 11991468 size 4 value 1@ virtual_protect 0
0A8C: write_memory 11991472 size 4 value 2@ virtual_protect 0
0A8C: write_memory 11991476 size 4 value 3@ virtual_protect 0
0A8C: write_memory 11991484 size 4 value 4@ virtual_protect 0
0A8C: write_memory 11991488 size 4 value 5@ virtual_protect 0
0A8C: write_memory 11991492 size 4 value 6@ virtual_protect 0
0A8D: 10@ = read_memory 13140048 size 4 virtual_protect 0
10@ -= 48
0A8C: write_memory 10@ size 4 value 7@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 8@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 9@ virtual_protect 0
10@ += 8
0A8C: write_memory 10@ size 4 value 4@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 5@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 6@ virtual_protect 0
10@ += 8
0A8C: write_memory 10@ size 4 value 1@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 2@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 3@ virtual_protect 0
ret 0

:PLAYERACTOR6512
1@ -= 90.0
2@ += 90.0
3@ += 180.0
25@ = 180.0
0063: 25@ -= 1@ // (float)
0D08: set_matrix 0@ angles_XYZ 25@ 2@ 3@
ret 0

:PLAYERACTOR6579
wait 0

:PLAYERACTOR6643
wait 0

:PLAYERACTOR6707
wait 0

:PLAYERACTOR6771
wait 0
 
:PLAYERACTOR6835
13@ = 0

:PLAYERACTOR6842
14@ = 0

:PLAYERACTOR6849
11@ = 0
15@ = 0

:PLAYERACTOR6863
0A90: 12@ = 13@ * 16 // int
0A8E: 6@ = 1@ + 12@ // int
0A90: 12@ = 15@ * 4 // int
005A: 6@ += 12@ // (int)
0A8D: 9@ = read_memory 6@ size 4 virtual_protect 0
0A90: 12@ = 15@ * 16 // int
0A8E: 7@ = 0@ + 12@ // int
0A90: 12@ = 14@ * 4 // int
005A: 7@ += 12@ // (int)
0A8D: 10@ = read_memory 7@ size 4 virtual_protect 0
006B: 9@ *= 10@ // (float)
005B: 11@ += 9@ // (float)
15@ += 1
  15@ > 2
jf @PLAYERACTOR6863
0A90: 12@ = 13@ * 16 // int
0A8E: 8@ = 2@ + 12@ // int
0A90: 12@ = 14@ * 4 // int
005A: 8@ += 12@ // (int)
0A8C: write_memory 8@ size 4 value 11@ virtual_protect 0
14@ += 1
  14@ > 2
jf @PLAYERACTOR6849
13@ += 1
  13@ > 2
jf @PLAYERACTOR6842
ret 0

:PLAYERACTOR7100
if
   Actor.Driving($PLAYER_ACTOR)
jf @PLAYERACTOR7238
0A39: get_vehicle_camera_mode_to 17@
if
803B:   not  17@ == 16@ // (int)
jf @PLAYERACTOR7231
if
  $FIRST_PERSON_ON == 0
jf @PLAYERACTOR7213
if
  16@ == 1
jf @PLAYERACTOR7201
09AD: set_vehicle_camera_mode 1
$FIRST_PERSON_ON = 1
16@ = 1
jump @PLAYERACTOR7206

:PLAYERACTOR7201
0A39: get_vehicle_camera_mode_to 16@

:PLAYERACTOR7206
jump @PLAYERACTOR7231

:PLAYERACTOR7213
09AD: set_vehicle_camera_mode 0
$FIRST_PERSON_ON = 0
16@ = 0

:PLAYERACTOR7231
jump @PLAYERACTOR7389

:PLAYERACTOR7238
0A8D: 19@ = read_memory 11989232 size 1 virtual_protect 0
if
803B:   not  19@ == 18@ // (int)
jf @PLAYERACTOR7389
if
  $FIRST_PERSON_ON == 0
jf @PLAYERACTOR7362
if
  18@ == 1
jf @PLAYERACTOR7341
0A8C: write_memory 11989232 size 1 value 1 virtual_protect 0
$FIRST_PERSON_ON = 1
18@ = 1
jump @PLAYERACTOR7355

:PLAYERACTOR7341
0A8D: 18@ = read_memory 11989232 size 1 virtual_protect 0

:PLAYERACTOR7355
jump @PLAYERACTOR7389

:PLAYERACTOR7362
0A8C: write_memory 11989232 size 1 value 3 virtual_protect 0
$FIRST_PERSON_ON = 0
18@ = 3

:PLAYERACTOR7389
return

:PLAYERACTOR7391
if or
   Actor.Animation($PLAYER_ACTOR) == "Crouch_Roll_R"
   Actor.Animation($PLAYER_ACTOR) == "Crouch_Roll_L"
jf @PLAYERACTOR7456
0@ = 1
jump @PLAYERACTOR7911

:PLAYERACTOR7456
gosub @PLAYERACTOR7926
if
  0@ == 1
jf @PLAYERACTOR7488
jump @PLAYERACTOR7919

:PLAYERACTOR7488
gosub @PLAYERACTOR8139
if
  0@ == 1
jf @PLAYERACTOR7520
jump @PLAYERACTOR7919

:PLAYERACTOR7520
gosub @PLAYERACTOR8360
if
  0@ == 1
jf @PLAYERACTOR7552
jump @PLAYERACTOR7919

:PLAYERACTOR7552
gosub @PLAYERACTOR8592
if
  0@ == 1
jf @PLAYERACTOR7584
jump @PLAYERACTOR7919

:PLAYERACTOR7584
gosub @PLAYERACTOR8796
if
  0@ == 1
jf @PLAYERACTOR7616
jump @PLAYERACTOR7919

:PLAYERACTOR7616
gosub @PLAYERACTOR9150
if
  0@ == 1
jf @PLAYERACTOR7648
jump @PLAYERACTOR7919

:PLAYERACTOR7648
gosub @PLAYERACTOR9243
if
  0@ == 1
jf @PLAYERACTOR7680
jump @PLAYERACTOR7919

:PLAYERACTOR7680
gosub @PLAYERACTOR9341
if
  0@ == 1
jf @PLAYERACTOR7712
jump @PLAYERACTOR7919

:PLAYERACTOR7712
gosub @PLAYERACTOR9532
if
  0@ == 1
jf @PLAYERACTOR7744
jump @PLAYERACTOR7919

:PLAYERACTOR7744
gosub @PLAYERACTOR9649
if
  0@ == 1
jf @PLAYERACTOR7776
jump @PLAYERACTOR7919

:PLAYERACTOR7776
gosub @PLAYERACTOR9789
if
  0@ == 1
jf @PLAYERACTOR7808
jump @PLAYERACTOR7919

:PLAYERACTOR7808
gosub @PLAYERACTOR9891
if
  0@ == 1
jf @PLAYERACTOR7840
jump @PLAYERACTOR7919

:PLAYERACTOR7840
gosub @PLAYERACTOR10031
if
  0@ == 1
jf @PLAYERACTOR7872
jump @PLAYERACTOR7919

:PLAYERACTOR7872
gosub @PLAYERACTOR10161
if
  0@ == 1
jf @PLAYERACTOR7904
jump @PLAYERACTOR7919

:PLAYERACTOR7904
gosub @PLAYERACTOR10297

:PLAYERACTOR7911
ret 1 0@

:PLAYERACTOR7919
ret 1 2

:PLAYERACTOR7926
if or
   Actor.Animation($PLAYER_ACTOR) == "Bat_1"
   Actor.Animation($PLAYER_ACTOR) == "Bat_2"
   Actor.Animation($PLAYER_ACTOR) == "Bat_3"
   Actor.Animation($PLAYER_ACTOR) == "Bat_4"
   Actor.Animation($PLAYER_ACTOR) == "Bat_Block"
   Actor.Animation($PLAYER_ACTOR) == "Bat_Hit_1"
   Actor.Animation($PLAYER_ACTOR) == "Bat_Hit_2"
jf @PLAYERACTOR8047
0@ = 1
jump @PLAYERACTOR8137

:PLAYERACTOR8047
if or
   Actor.Animation($PLAYER_ACTOR) == "Bat_Hit_3"
   Actor.Animation($PLAYER_ACTOR) == "Bat_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "Bat_M"
   Actor.Animation($PLAYER_ACTOR) == "Bat_Part"
jf @PLAYERACTOR8130
0@ = 1
jump @PLAYERACTOR8137

:PLAYERACTOR8130
0@ = 0

:PLAYERACTOR8137
return

:PLAYERACTOR8139
if or
   Actor.Animation($PLAYER_ACTOR) == "Sword_1"
   Actor.Animation($PLAYER_ACTOR) == "Sword_2"
   Actor.Animation($PLAYER_ACTOR) == "Sword_3"
   Actor.Animation($PLAYER_ACTOR) == "Sword_4"
   Actor.Animation($PLAYER_ACTOR) == "Sword_Block"
   Actor.Animation($PLAYER_ACTOR) == "Sword_Hit_1"
   Actor.Animation($PLAYER_ACTOR) == "Sword_Hit_2"
jf @PLAYERACTOR8274
0@ = 1
jump @PLAYERACTOR8358

:PLAYERACTOR8274
if or
   Actor.Animation($PLAYER_ACTOR) == "Sword_Hit_3"
   Actor.Animation($PLAYER_ACTOR) == "Sword_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "Sword_Part"
jf @PLAYERACTOR8351
0@ = 1
jump @PLAYERACTOR8358

:PLAYERACTOR8351
0@ = 0

:PLAYERACTOR8358
return

:PLAYERACTOR8360
if or
   Actor.Animation($PLAYER_ACTOR) == "CSAW_1"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_2"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_3"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_G"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_Hit_1"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_Hit_2"
jf @PLAYERACTOR8471
0@ = 1
jump @PLAYERACTOR8590

:PLAYERACTOR8471
if or
   Actor.Animation($PLAYER_ACTOR) == "CSAW_Hit_3"
   Actor.Animation($PLAYER_ACTOR) == "IDLE_CSAW"
   Actor.Animation($PLAYER_ACTOR) == "CSAW_Part"
   Actor.Animation($PLAYER_ACTOR) == "Weapon_CSAW"
   Actor.Animation($PLAYER_ACTOR) == "Weapon_CSAWlo"
jf @PLAYERACTOR8583
0@ = 1
jump @PLAYERACTOR8590

:PLAYERACTOR8583
0@ = 0

:PLAYERACTOR8590
return

:PLAYERACTOR8592
if or
   Actor.Animation($PLAYER_ACTOR) == "Dildo_1"
   Actor.Animation($PLAYER_ACTOR) == "Dildo_2"
   Actor.Animation($PLAYER_ACTOR) == "Dildo_3"
   Actor.Animation($PLAYER_ACTOR) == "Dildo_G"
   Actor.Animation($PLAYER_ACTOR) == "Dildo_Hit_1"
   Actor.Animation($PLAYER_ACTOR) == "Dildo_Hit_2"
jf @PLAYERACTOR8709
0@ = 1
jump @PLAYERACTOR8794

:PLAYERACTOR8709
if or
   Actor.Animation($PLAYER_ACTOR) == "Dildo_Hit_3"
   Actor.Animation($PLAYER_ACTOR) == "Dildo_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "Dildo_block"
jf @PLAYERACTOR8787
0@ = 1
jump @PLAYERACTOR8794

:PLAYERACTOR8787
0@ = 0

:PLAYERACTOR8794
return

:PLAYERACTOR8796
if or
   Actor.Animation($PLAYER_ACTOR) == "Knife_1"
   Actor.Animation($PLAYER_ACTOR) == "Knife_2"
   Actor.Animation($PLAYER_ACTOR) == "Knife_3"
   Actor.Animation($PLAYER_ACTOR) == "Knife_4"
   Actor.Animation($PLAYER_ACTOR) == "Knife_G"
   Actor.Animation($PLAYER_ACTOR) == "Knife_Hit_1"
   Actor.Animation($PLAYER_ACTOR) == "Knife_Hit_2"
   Actor.Animation($PLAYER_ACTOR) == "KILL_Partial"
jf @PLAYERACTOR8946
0@ = 1
jump @PLAYERACTOR9148

:PLAYERACTOR8946
if or
   Actor.Animation($PLAYER_ACTOR) == "Knife_Hit_3"
   Actor.Animation($PLAYER_ACTOR) == "Knife_IDLE"
   Actor.Animation($PLAYER_ACTOR) == "Knife_block"
   Actor.Animation($PLAYER_ACTOR) == "Knife_part"
   Actor.Animation($PLAYER_ACTOR) == "Weapon_KnifeIdle"
   Actor.Animation($PLAYER_ACTOR) == "KILL_Knife_Ped_Damage"
   Actor.Animation($PLAYER_ACTOR) == "KILL_Knife_Ped_Die"
   Actor.Animation($PLAYER_ACTOR) == "KILL_Knife_Player"
jf @PLAYERACTOR9141
0@ = 1
jump @PLAYERACTOR9148

:PLAYERACTOR9141
0@ = 0

:PLAYERACTOR9148
return

:PLAYERACTOR9150
if or
   Actor.Animation($PLAYER_ACTOR) == "Flower_attack"
   Actor.Animation($PLAYER_ACTOR) == "Flower_attack_M"
   Actor.Animation($PLAYER_ACTOR) == "Flower_Hit"
jf @PLAYERACTOR9234
0@ = 1
jump @PLAYERACTOR9241

:PLAYERACTOR9234
0@ = 0

:PLAYERACTOR9241
return

:PLAYERACTOR9243
if or
   Actor.Animation($PLAYER_ACTOR) == "Weapon_start_throw"
   Actor.Animation($PLAYER_ACTOR) == "Weapon_throw"
   Actor.Animation($PLAYER_ACTOR) == "Weapon_throwu"
jf @PLAYERACTOR9332
0@ = 1
jump @PLAYERACTOR9339

:PLAYERACTOR9332
0@ = 0

:PLAYERACTOR9339
return

:PLAYERACTOR9341
if or
   Actor.Animation($PLAYER_ACTOR) == "2guns_crouchfire"
   Actor.Animation($PLAYER_ACTOR) == "colt45_crouchfire"
   Actor.Animation($PLAYER_ACTOR) == "colt45_crouchreload"
   Actor.Animation($PLAYER_ACTOR) == "colt45_fire"
   Actor.Animation($PLAYER_ACTOR) == "colt45_fire_2hands"
   Actor.Animation($PLAYER_ACTOR) == "colt45_reload"
   Actor.Animation($PLAYER_ACTOR) == "sawnoff_reload"
jf @PLAYERACTOR9523
0@ = 1
jump @PLAYERACTOR9530

:PLAYERACTOR9523
0@ = 0

:PLAYERACTOR9530
return

:PLAYERACTOR9532
if or
   Actor.Animation($PLAYER_ACTOR) == "silencecrouchfire"
   Actor.Animation($PLAYER_ACTOR) == "crouchreload"
   Actor.Animation($PLAYER_ACTOR) == "silence_fire"
   Actor.Animation($PLAYER_ACTOR) == "silence_reload"
jf @PLAYERACTOR9640
0@ = 1
jump @PLAYERACTOR9647

:PLAYERACTOR9640
0@ = 0

:PLAYERACTOR9647
return

:PLAYERACTOR9649
if or
   Actor.Animation($PLAYER_ACTOR) == "pyton_crouchfire"
   Actor.Animation($PLAYER_ACTOR) == "pyton_crouchreload"
   Actor.Animation($PLAYER_ACTOR) == "pyton_fire"
   Actor.Animation($PLAYER_ACTOR) == "pyton_fire_poor"
   Actor.Animation($PLAYER_ACTOR) == "pyton_reload"
jf @PLAYERACTOR9780
0@ = 1
jump @PLAYERACTOR9787

:PLAYERACTOR9780
0@ = 0

:PLAYERACTOR9787
return

:PLAYERACTOR9789
if or
   Actor.Animation($PLAYER_ACTOR) == "Shotgun_crouchfire"
   Actor.Animation($PLAYER_ACTOR) == "Shotgun_fire"
   Actor.Animation($PLAYER_ACTOR) == "Shotgun_fire_poor"
jf @PLAYERACTOR9882
0@ = 1
jump @PLAYERACTOR9889

:PLAYERACTOR9882
0@ = 0

:PLAYERACTOR9889
return

:PLAYERACTOR9891
if or
   Actor.Animation($PLAYER_ACTOR) == "Buddy_crouchfire"
   Actor.Animation($PLAYER_ACTOR) == "Buddy_crouchreload"
   Actor.Animation($PLAYER_ACTOR) == "Buddy_fire"
   Actor.Animation($PLAYER_ACTOR) == "Buddy_fire_poor"
   Actor.Animation($PLAYER_ACTOR) == "Buddy_reload"
jf @PLAYERACTOR10022
0@ = 1
jump @PLAYERACTOR10029

:PLAYERACTOR10022
0@ = 0

:PLAYERACTOR10029
return

:PLAYERACTOR10031
if or
   Actor.Animation($PLAYER_ACTOR) == "UZI_crouchfire"
   Actor.Animation($PLAYER_ACTOR) == "UZI_crouchreload"
   Actor.Animation($PLAYER_ACTOR) == "UZI_fire"
   Actor.Animation($PLAYER_ACTOR) == "UZI_fire_poor"
   Actor.Animation($PLAYER_ACTOR) == "UZI_reload"
jf @PLAYERACTOR10152
0@ = 1
jump @PLAYERACTOR10159

:PLAYERACTOR10152
0@ = 0

:PLAYERACTOR10159
return

:PLAYERACTOR10161
if or
   Actor.Animation($PLAYER_ACTOR) == "Rifle_crouchfire"
   Actor.Animation($PLAYER_ACTOR) == "Rifle_crouchload"
   Actor.Animation($PLAYER_ACTOR) == "Rifle_fire"
   Actor.Animation($PLAYER_ACTOR) == "Rifle_fire_poor"
   Actor.Animation($PLAYER_ACTOR) == "Rifle_load"
jf @PLAYERACTOR10288
0@ = 1
jump @PLAYERACTOR10295

:PLAYERACTOR10288
0@ = 0

:PLAYERACTOR10295
return

:PLAYERACTOR10297
if
   Player.Controllable($PLAYER_CHAR)
jf @PLAYERACTOR10648
if
   Actor.Animation($PLAYER_ACTOR) == "ROLL"
jf @PLAYERACTOR10398
0613: 21@ = actor $PLAYER_ACTOR animation "ROLL" time
if
   not 21@ >= 0.95
jf @PLAYERACTOR10384
0@ = 1
jump @PLAYERACTOR10391

:PLAYERACTOR10384
0@ = 0

:PLAYERACTOR10391
jump @PLAYERACTOR10641

:PLAYERACTOR10398
if
   Actor.Animation($PLAYER_ACTOR) == "TAT_ArmR_Pose_P"
jf @PLAYERACTOR10505
0613: 21@ = actor $PLAYER_ACTOR animation "TAT_ArmR_Pose_P" time
if
   not 21@ >= 0.95
jf @PLAYERACTOR10491
0@ = 1
jump @PLAYERACTOR10498

:PLAYERACTOR10491
0@ = 0

:PLAYERACTOR10498
jump @PLAYERACTOR10641

:PLAYERACTOR10505
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.5
if and
86BD:   not no_obstacles_between 11@ 12@ 13@ and 14@ 15@ 16@ solid 1 car 1 actor 1 object 1 particle 0
   not Actor.Animation($PLAYER_ACTOR) == "FALL_FALL"
jf @PLAYERACTOR10634
0@ = 0
jump @PLAYERACTOR10641

:PLAYERACTOR10634
0@ = 1

:PLAYERACTOR10641
jump @PLAYERACTOR11173

:PLAYERACTOR10648
0@ = 1
if or
   Actor.Animation($PLAYER_ACTOR) == "Fight2Idle"
   Actor.Animation($PLAYER_ACTOR) == "FightA_1"
   Actor.Animation($PLAYER_ACTOR) == "FightA_2"
   Actor.Animation($PLAYER_ACTOR) == "FightA_3"
   Actor.Animation($PLAYER_ACTOR) == "FightA_Block"
   Actor.Animation($PLAYER_ACTOR) == "FightA_G"
   Actor.Animation($PLAYER_ACTOR) == "FightA_M"
   Actor.Animation($PLAYER_ACTOR) == "FightIdle"
jf @PLAYERACTOR10807
0@ = 2
jump @PLAYERACTOR11173

:PLAYERACTOR10807
if or
   Actor.Animation($PLAYER_ACTOR) == "FightShF"
   Actor.Animation($PLAYER_ACTOR) == "FightSh_BWD"
   Actor.Animation($PLAYER_ACTOR) == "FightSh_FWD"
   Actor.Animation($PLAYER_ACTOR) == "FightSh_Left"
   Actor.Animation($PLAYER_ACTOR) == "FightSh_Right"
   Actor.Animation($PLAYER_ACTOR) == "FightShB"
jf @PLAYERACTOR10937
0@ = 2
jump @PLAYERACTOR11173

:PLAYERACTOR10937
if or
   Actor.Animation($PLAYER_ACTOR) == "Gun_2_Idle"
   Actor.Animation($PLAYER_ACTOR) == "Gun_Butt"
   Actor.Animation($PLAYER_ACTOR) == "Gun_Butt_crouch"
   Actor.Animation($PLAYER_ACTOR) == "Gun_stand"
   Actor.Animation($PLAYER_ACTOR) == "GunMove_BWD"
   Actor.Animation($PLAYER_ACTOR) == "GunMove_FWD"
   Actor.Animation($PLAYER_ACTOR) == "GunMove_L"
   Actor.Animation($PLAYER_ACTOR) == "GunMove_R"
jf @PLAYERACTOR11100
0@ = 2
jump @PLAYERACTOR11173

:PLAYERACTOR11100
if
   Actor.Animation($PLAYER_ACTOR) == "Weapon_Crouch"
jf @PLAYERACTOR11145
0@ = 2
jump @PLAYERACTOR11173

:PLAYERACTOR11145
if or
0A0C:   player $PLAYER_CHAR on_jetpack
04AD:   actor $PLAYER_ACTOR in_water
jf @PLAYERACTOR11173
0@ = 0

:PLAYERACTOR11173
return
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 8@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
0@ -= 48
call @PLAYERACTOR3184 3 1@ 2@ 3@ 11@ 12@ 13@
call @PLAYERACTOR3184 3 4@ 5@ 6@ 14@ 15@ 16@
call @PLAYERACTOR3184 3 7@ 8@ 9@ 17@ 18@ 19@
0A8C: write_memory 0@ size 4 value 11@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 12@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 13@ virtual_protect 0
0@ += 8
0A8C: write_memory 0@ size 4 value 14@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 15@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 16@ virtual_protect 0
0@ += 8
0A8C: write_memory 0@ size 4 value 17@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 18@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 19@ virtual_protect 0
ret 0
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 8@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 10@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 11@ = read_memory 0@ size 4 virtual_protect 0
0@ -= 48
3@ *= -1.0
4@ *= -1.0
5@ *= -1.0
0A8D: 12@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 13@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 14@ = read_memory 1@ size 4 virtual_protect 0
1@ += 8
0A8D: 15@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 16@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 17@ = read_memory 1@ size 4 virtual_protect 0
1@ += 8
0A8D: 18@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 19@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 20@ = read_memory 1@ size 4 virtual_protect 0
1@ -= 48
12@ *= -1.0
13@ *= -1.0
14@ *= -1.0
050A: 21@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 12@ 13@ 14@
if
   not 21@ == 0.0
jf @PLAYERACTOR12168
call @PLAYERACTOR12863 2 21@ 2@ 22@
0073: 21@ /= 22@ // (float)
0087: 23@ = 3@ // (float)
0087: 24@ = 4@ // (float)
0087: 25@ = 5@ // (float)
0063: 23@ -= 12@ // (float)
0063: 24@ -= 13@ // (float)
0063: 25@ -= 14@ // (float)
0073: 23@ /= 21@ // (float)
0073: 24@ /= 21@ // (float)
0073: 25@ /= 21@ // (float)
005B: 3@ += 23@ // (float)
005B: 4@ += 24@ // (float)
005B: 5@ += 25@ // (float)

:PLAYERACTOR12168
050A: 21@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 15@ 16@ 17@
if
   not 21@ == 0.0
jf @PLAYERACTOR12335
call @PLAYERACTOR12863 2 21@ 2@ 22@
0073: 21@ /= 22@ // (float)
0087: 23@ = 6@ // (float)
0087: 24@ = 7@ // (float)
0087: 25@ = 8@ // (float)
0063: 23@ -= 15@ // (float)
0063: 24@ -= 16@ // (float)
0063: 25@ -= 17@ // (float)
0073: 23@ /= 21@ // (float)
0073: 24@ /= 21@ // (float)
0073: 25@ /= 21@ // (float)
005B: 6@ += 23@ // (float)
005B: 7@ += 24@ // (float)
005B: 8@ += 25@ // (float)

:PLAYERACTOR12335
050A: 21@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 18@ 19@ 20@
if
   not 21@ == 0.0
jf @PLAYERACTOR12502
call @PLAYERACTOR12863 2 21@ 2@ 22@
0073: 21@ /= 22@ // (float)
0087: 23@ = 9@ // (float)
0087: 24@ = 10@ // (float)
0087: 25@ = 11@ // (float)
0063: 23@ -= 18@ // (float)
0063: 24@ -= 19@ // (float)
0063: 25@ -= 20@ // (float)
0073: 23@ /= 21@ // (float)
0073: 24@ /= 21@ // (float)
0073: 25@ /= 21@ // (float)
005B: 9@ += 23@ // (float)
005B: 10@ += 24@ // (float)
005B: 11@ += 25@ // (float)

:PLAYERACTOR12502
call @PLAYERACTOR3184 3 3@ 4@ 5@ 3@ 4@ 5@
call @PLAYERACTOR3184 3 6@ 7@ 8@ 6@ 7@ 8@
call @PLAYERACTOR3184 3 9@ 10@ 11@ 9@ 10@ 11@
printf "%.3f %.3f %.3f" 10 6@ 7@ 8@
0AC6: 30@ = label @PLAYERACTOR6707 offset
0D25: set_matrix 30@ elements 3@ 4@ 5@ 0 6@ 7@ 8@ 0 9@ 10@ 11@ 0 0.0 0.0 0.0 0
call @PLAYERACTOR13087 1 30@
0A8C: write_memory 1@ size 4 value 3@ virtual_protect 0
1@ += 4
0A8C: write_memory 1@ size 4 value 4@ virtual_protect 0
1@ += 4
0A8C: write_memory 1@ size 4 value 5@ virtual_protect 0
1@ += 8
0A8C: write_memory 1@ size 4 value 6@ virtual_protect 0
1@ += 4
0A8C: write_memory 1@ size 4 value 7@ virtual_protect 0
1@ += 4
0A8C: write_memory 1@ size 4 value 8@ virtual_protect 0
1@ += 8
0A8C: write_memory 1@ size 4 value 9@ virtual_protect 0
1@ += 4
0A8C: write_memory 1@ size 4 value 10@ virtual_protect 0
1@ += 4
0A8C: write_memory 1@ size 4 value 11@ virtual_protect 0
ret 0

:PLAYERACTOR12863
008F: 30@ = integer 1@ to_float
006B: 0@ *= 30@ // (float)
0@ /= 1000.0
ret 1 0@
0A8D: 0@ = read_memory 13140048 size 4 virtual_protect 0
0@ -= 48
0A8C: write_memory 0@ size 4 value 1@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 2@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 3@ virtual_protect 0
0@ += 8
0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 8@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 9@ virtual_protect 0
0@ += 8
0A8C: write_memory 0@ size 4 value 4@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 5@ virtual_protect 0
0@ += 4
0A8C: write_memory 0@ size 4 value 6@ virtual_protect 0
ret 0

:PLAYERACTOR13087
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0
0@ += 8
0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 8@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 9@ = read_memory 0@ size 4 virtual_protect 0
1@ *= -1.0
2@ *= -1.0
3@ *= -1.0
0A8C: write_memory 11991452 size 4 value 1@ virtual_protect 0
0A8C: write_memory 11991456 size 4 value 2@ virtual_protect 0
0A8C: write_memory 11991460 size 4 value 3@ virtual_protect 0
0A8C: write_memory 11991468 size 4 value 4@ virtual_protect 0
0A8C: write_memory 11991472 size 4 value 5@ virtual_protect 0
0A8C: write_memory 11991476 size 4 value 6@ virtual_protect 0
0A8C: write_memory 11991484 size 4 value 7@ virtual_protect 0
0A8C: write_memory 11991488 size 4 value 8@ virtual_protect 0
0A8C: write_memory 11991492 size 4 value 9@ virtual_protect 0
0A8D: 10@ = read_memory 13140048 size 4 virtual_protect 0
10@ -= 48
0A8C: write_memory 10@ size 4 value 1@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 2@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 3@ virtual_protect 0
10@ += 8
0A8C: write_memory 10@ size 4 value 4@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 5@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 6@ virtual_protect 0
10@ += 8
0A8C: write_memory 10@ size 4 value 7@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 8@ virtual_protect 0
10@ += 4
0A8C: write_memory 10@ size 4 value 9@ virtual_protect 0
ret 0
jump @PLAYERACTOR192
 

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  • firstperson.cs
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