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May 22nd, 2011
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  1. {$CLEO}
  2. hex
  3. 02 00 01 @code 00
  4. end
  5.  
  6. :Variables
  7. hex
  8. 00 00 00 00
  9. 00 00 00 00 // 34@
  10. 00 00 00 00 // 35@
  11. 00 00 00 00 // 36@
  12. 00 00 00 00 // 37@
  13. 00 00 00 00 // 38@
  14. 00 00 00 00 // 39@
  15. 00 00 00 00 // 40@
  16. 00 00 00 00
  17. 00 00 00 00
  18. 00 00 00 00
  19. 00 00 00 00
  20. 00 00 00 00
  21. 00 00 00 00
  22. 00 00 00 00
  23. 00 00 00 00
  24. 00 00 00 00
  25. 00 00 00 00 //50
  26. 00 00 00 00
  27. 00 00 00 00
  28. 00 00 00 00
  29. 00 00 00 00
  30. 00 00 00 00 //55
  31. 00 00 00 00
  32. 00 00 00 00
  33. 00 00 00 00
  34. 00 00 00 00
  35. 00 00 00 00 //60
  36. 00 00 00 00
  37. 00 00 00 00
  38. 00 00 00 00
  39. 00 00 00 00
  40. 00 00 00 00 //65
  41. 00 00 00 00
  42. 00 00 00 00
  43. 00 00 00 00
  44. 00 00 00 00
  45. 00 00 00 00
  46. 00 00 00 00
  47. 00 00 00 00
  48. 00 00 00 00
  49. 00 00 00 00
  50. 00 00 00 00
  51. 00 00 00 00
  52. 00 00 00 00
  53. 00 00 00 00
  54. 00 00 00 00
  55. 00 00 00 00
  56. end
  57.  
  58. :code
  59. 0A9F: 0@ = current_thread_pointer
  60. 0A8E: 1@ = 0@ + 0x10
  61. 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
  62. 000E: 1@ -= @Variables
  63. 000A: 0@ += 0xC4
  64. 0A8F: 31@ = 1@ - 0@
  65. 0016: 31@ /= 4
  66.  
  67. //0xB7CD98 - Player pointer, direct offset to the ped pool start (CPed)
  68. //Slot Start = Cped + 1440 + (28 * Slot)
  69.  
  70. wait 250
  71. while true
  72. wait 0
  73. if and
  74. 80DF: not actor $PLAYER_ACTOR driving
  75. 0ab0: 88
  76. 30@ == 0
  77. then
  78. gosub @markers
  79. 0A92: create_custom_thread "tags.s"
  80. 0A92: create_custom_thread "oystrs.s"
  81. 0A92: create_custom_thread "photo.s"
  82. 0A92: create_custom_thread "horse.s"
  83.  
  84. //*************************No Weapon***********//
  85. 0A96: 0@ = actor $PLAYER_ACTOR struct
  86. 0@ += 1440
  87. 1@ = 0 //
  88. 1@ *= 28
  89. 005A: 0@ += 1@ // (int)
  90. 0A8D: 2@ = read_memory 0@ size 4 virtual_protect 1 //type
  91. 0@ += 8
  92. 0A8D: 3@ = read_memory 0@ size 4 virtual_protect 1 //ammo in clip
  93. 0@ += 4
  94. 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  95. //*************************No Weapon***********//
  96.  
  97. //************************Melee************//
  98. 0A96: 4@ = actor $PLAYER_ACTOR struct
  99. 4@ += 1440
  100. 5@ = 1 //
  101. 5@ *= 28
  102. 005A: 4@ += 5@ // (int)
  103. 0A8D: 6@ = read_memory 4@ size 4 virtual_protect 1 //type
  104. 4@ += 8
  105. 0A8D: 7@ = read_memory 4@ size 4 virtual_protect 1 //ammo in clip
  106. 4@ += 4
  107. 0A8D: 4@ = read_memory 4@ size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  108. //***********************Melee*************//
  109.  
  110. //*************************pistols***********//
  111. 0A96: 8@ = actor $PLAYER_ACTOR struct
  112. 8@ += 1440
  113. 9@ = 2 //pistol slot
  114. 9@ *= 28
  115. 005A: 8@ += 9@ // (int)
  116. 0A8D: 10@ = read_memory 8@ size 4 virtual_protect 1 //type
  117. 8@ += 8
  118. 0A8D: 11@ = read_memory 8@ size 4 virtual_protect 1 //ammo in clip
  119. 8@ += 4
  120. 0A8D: 8@ = read_memory 8@ size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  121. //*************************pistols***********//
  122.  
  123. //********************Shotguns****************//
  124. 0A96: 12@ = actor $PLAYER_ACTOR struct
  125. 12@ += 1440
  126. 13@ = 3 //
  127. 13@ *= 28
  128. 005A: 12@ += 13@ // (int)
  129. 0A8D: 14@ = read_memory 12@ size 4 virtual_protect 1 //type
  130. 12@ += 8
  131. 0A8D: 15@ = read_memory 12@ size 4 virtual_protect 1 //ammo in clip
  132. 12@ += 4
  133. 0A8D: 12@ = read_memory 12@ size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  134. //***********************Shotguns*************//
  135.  
  136. //********************Sub-Machineguns****************//
  137. 0A96: 16@ = actor $PLAYER_ACTOR struct
  138. 16@ += 1440
  139. 17@ = 4 //
  140. 17@ *= 28
  141. 005A: 16@ += 17@ // (int)
  142. 0A8D: 18@ = read_memory 16@ size 4 virtual_protect 1 //type
  143. 16@ += 8
  144. 0A8D: 19@ = read_memory 16@ size 4 virtual_protect 1 //ammo in clip
  145. 16@ += 4
  146. 0A8D: 16@ = read_memory 16@ size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  147. //********************Sub-Machineguns****************//
  148.  
  149. //*****************Machineguns*******************//
  150. 0A96: 20@ = actor $PLAYER_ACTOR struct
  151. 20@ += 1440
  152. 21@ = 5 //
  153. 21@ *= 28
  154. 005A: 20@ += 21@ // (int)
  155. 0A8D: 22@ = read_memory 20@ size 4 virtual_protect 1 //type
  156. 20@ += 8
  157. 0A8D: 23@ = read_memory 20@ size 4 virtual_protect 1 //ammo in clip
  158. 20@ += 4
  159. 0A8D: 20@ = read_memory 20@ size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  160. //*****************Machineguns*******************//
  161.  
  162. //*******************Rifles*****************//
  163. 0A96: 24@ = actor $PLAYER_ACTOR struct
  164. 24@ += 1440
  165. 25@ = 6 //
  166. 25@ *= 28
  167. 005A: 24@ += 25@ // (int)
  168. 0A8D: 26@ = read_memory 24@ size 4 virtual_protect 1 //type
  169. 24@ += 8
  170. 0A8D: 27@ = read_memory 24@ size 4 virtual_protect 1 //ammo in clip
  171. 24@ += 4
  172. 0A8D: 24@ = read_memory 24@ size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  173. //*****************Rifles*******************//
  174.  
  175. //*******************Heavy Weapons*****************//
  176. 0A96: 28@ = actor $PLAYER_ACTOR struct
  177. 28@ += 1440
  178. 29@ = 7 //
  179. 29@ *= 28
  180. 005A: 28@ += 29@ // (int)
  181. 0A8D: 34@(31@,1i) = read_memory 28@ size 4 virtual_protect 1 //type
  182. 28@ += 8
  183. 0A8D: 35@(31@,1i) = read_memory 28@ size 4 virtual_protect 1 //ammo in clip
  184. 28@ += 4
  185. 0A8D: 28@ = read_memory 28@ size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  186. //********************Heavy Weapons****************//
  187.  
  188. //***********Projectiles*************************//
  189. 0A96: 36@(31@,1i) = actor $PLAYER_ACTOR struct
  190. 36@(31@,1i) += 1440
  191. 37@(31@,1i) = 8 //
  192. 37@(31@,1i) *= 28
  193. 005A: 36@(31@,1i) += 37@(31@,1i) // (int)
  194. 0A8D: 38@(31@,1i) = read_memory 36@(31@,1i) size 4 virtual_protect 1 //type
  195. 36@(31@,1i) += 8
  196. 0A8D: 39@(31@,1i) = read_memory 36@(31@,1i) size 4 virtual_protect 1 //ammo in clip
  197. 36@(31@,1i) += 4
  198. 0A8D: 36@(31@,1i) = read_memory 36@(31@,1i) size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  199. //**********Projectiles**************************//
  200.  
  201. //***************Spray Can*********************//
  202. 0A96: 40@(31@,1i) = actor $PLAYER_ACTOR struct
  203. 40@(31@,1i) += 1440
  204. 41@(31@,1i) = 9 //
  205. 41@(31@,1i) *= 28
  206. 005A: 40@(31@,1i) += 41@(31@,1i) // (int)
  207. 0A8D: 42@(31@,1i) = read_memory 40@(31@,1i) size 4 virtual_protect 1 //type
  208. 40@(31@,1i) += 8
  209. 0A8D: 43@(31@,1i) = read_memory 40@(31@,1i) size 4 virtual_protect 1 //ammo in clip
  210. 40@(31@,1i) += 4
  211. 0A8D: 40@(31@,1i) = read_memory 40@(31@,1i) size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  212. //****************Spray Can********************//
  213.  
  214. //*******************Flowers*****************//
  215. 0A96: 44@(31@,1i) = actor $PLAYER_ACTOR struct
  216. 44@(31@,1i) += 1440
  217. 45@(31@,1i) = 10 //
  218. 45@(31@,1i) *= 28
  219. 005A: 44@(31@,1i) += 45@(31@,1i) // (int)
  220. 0A8D: 46@(31@,1i) = read_memory 44@(31@,1i) size 4 virtual_protect 1 //type
  221. 44@(31@,1i) += 8
  222. 0A8D: 47@(31@,1i) = read_memory 44@(31@,1i) size 4 virtual_protect 1 //ammo in clip
  223. 44@(31@,1i) += 4
  224. 0A8D: 44@(31@,1i) = read_memory 44@(31@,1i) size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  225. //********************Flowers****************//
  226.  
  227. //*********************Goggles***************//
  228. 0A96: 48@(31@,1i) = actor $PLAYER_ACTOR struct
  229. 48@(31@,1i) += 1440
  230. 49@(31@,1i) = 11 //
  231. 49@(31@,1i) *= 28
  232. 005A: 48@(31@,1i) += 49@(31@,1i) // (int)
  233. 0A8D: 50@(31@,1i) = read_memory 48@(31@,1i) size 4 virtual_protect 1 //type
  234. 48@(31@,1i) += 8
  235. 0A8D: 51@(31@,1i) = read_memory 48@(31@,1i) size 4 virtual_protect 1 //ammo in clip
  236. 48@(31@,1i) += 4
  237. 0A8D: 48@(31@,1i) = read_memory 48@(31@,1i) size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  238. //********************Goggles****************//
  239.  
  240. //*********************Detonators***************//
  241. 0A96: 52@(31@,1i) = actor $PLAYER_ACTOR struct
  242. 52@(31@,1i) += 1440
  243. 53@(31@,1i) = 12 //
  244. 53@(31@,1i) *= 28
  245. 005A: 52@(31@,1i) += 53@(31@,1i) // (int)
  246. 0A8D: 54@(31@,1i) = read_memory 52@(31@,1i) size 4 virtual_protect 1 //type
  247. 52@(31@,1i) += 8
  248. 0A8D: 55@(31@,1i) = read_memory 52@(31@,1i) size 4 virtual_protect 1 //ammo in clip
  249. 52@(31@,1i) += 4
  250. 0A8D: 52@(31@,1i) = read_memory 52@(31@,1i) size 4 virtual_protect 1 //total ammo remaining (all ammo, including that in clip)
  251. //********************Detonators****************//
  252.  
  253. 0390: load_txd_dictionary 'weapon'
  254. 038F: load_texture "gun_dildo1" as 64
  255. 038F: load_texture "gun_dildo2" as 65
  256. 038F: load_texture "gun_vibe1" as 66
  257. 038F: load_texture "gun_vibe2" as 67
  258. 038F: load_texture "gun_cane" as 68
  259. 038F: load_texture "dummy" as 69
  260. 038F: load_texture "colt45" as 70
  261. 038F: load_texture "silenced" as 71
  262. 038F: load_texture "desert_eagle" as 72
  263. 038F: load_texture "unarmed" as 73
  264. 038F: load_texture "brassknuckle" as 74
  265.  
  266. 038F: load_texture "golfclub" as 75
  267. 038F: load_texture "nitestick" as 76
  268. 038F: load_texture "knifecur" as 77
  269. 038F: load_texture "bat" as 78
  270. 038F: load_texture "shovel" as 79
  271. 038F: load_texture "katana" as 80
  272. 038F: load_texture "poolcue" as 81
  273. 038F: load_texture "chnsaw" as 82
  274. 038F: load_texture "chromegun" as 83
  275. 038F: load_texture "sawnoff" as 84
  276. 038F: load_texture "shotgspa" as 85
  277. 038F: load_texture "micro_uzi" as 86
  278. 038F: load_texture "mp5lng" as 87
  279. 038F: load_texture "tec9" as 88
  280. 038F: load_texture "ak47" as 89
  281. 038F: load_texture "m4" as 90
  282. 038F: load_texture "cuntgun" as 91
  283. 038F: load_texture "sniper" as 92
  284. 038F: load_texture "rocketla" as 93
  285. 038F: load_texture "heatseek" as 94
  286. 038F: load_texture "flame" as 95
  287. 038F: load_texture "minigun" as 96
  288. 038F: load_texture "grenade" as 97
  289. 038F: load_texture "molotov" as 98
  290. 038F: load_texture "satchel" as 99
  291. 038F: load_texture "spraycan" as 100
  292. 038F: load_texture "fire_ex" as 101
  293. 038F: load_texture "camera" as 102
  294. 038F: load_texture "flowera" as 103
  295. 038F: load_texture "goggles" as 104
  296. 038F: load_texture "gun_para" as 105
  297. 038F: load_texture "detonator" as 106
  298. 038F: load_texture "teargas" as 107
  299. 038F: load_texture "notepad" as 108
  300. 038F: load_texture "trad" as 109
  301. 038F: load_texture "dot" as 110
  302. 038F: load_texture "trad_h" as 111
  303. 038F: load_texture "trad_m" as 112
  304. //
  305. 0A8C: write_memory 0x53BF8A size 2 value 0x9090 virtual_protect 1
  306. 0A8C: write_memory 0x53BF96 size 4 value 0x90909090 virtual_protect 1
  307. 0A8C: write_memory 0x53BF9A size 2 value 0x9090 virtual_protect 1
  308. 0A8C: write_memory 0x58FCC2 size 4 value 0x90909090 virtual_protect 1
  309. 0A8C: write_memory 0x58D4BE size 4 value 0x90909090 virtual_protect 1
  310. 0A8C: write_memory 0x58D4C2 size 4 value 0x90909090 virtual_protect 1
  311. 0A8C: write_memory 0xB7CB49 size 1 value 1 virtual_protect 0
  312.  
  313. 30@ = 1
  314. end
  315.  
  316. if
  317. 30@ == 1
  318. then
  319. gosub @100percents
  320. gosub @clock
  321. /////////*******************////////drawing[updated, http://hotmist.ddo.jp/id/weapon.html]/////////********************
  322. /////////*******************////////no weapon/////////********************
  323. if or
  324. 2@ == 0
  325. 6@ == 0
  326. 10@ == 0
  327. 14@ == 0
  328. 18@ == 0
  329. 22@ == 0
  330. then
  331. 03F0: enable_text_draw 1
  332. ////033E: set_draw_text_position 23.00 65.0 GXT 'STWE003'
  333. //045B: draw_text_2numbers 22.00 80.0 GXT 'msefct' numbers 11@ 8@
  334. 038D: draw_texture 73 position 50.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  335. end
  336.  
  337. if or
  338. 26@ == 1
  339. 34@(31@,1i) == 0
  340. 38@(31@,1i) == 0
  341. 42@(31@,1i) == 0
  342. 46@(31@,1i) == 0
  343. 50@(31@,1i) == 0
  344. 54@(31@,1i) == 0
  345. then
  346. 03F0: enable_text_draw 1
  347. ////033E: set_draw_text_position 23.00 65.0 GXT 'STWE003'
  348. //045B: draw_text_2numbers 22.00 80.0 GXT 'msefct' numbers 11@ 8@
  349. 038D: draw_texture 73 position 50.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  350. end
  351.  
  352.  
  353. if or
  354. 2@ == 1
  355. 6@ == 1
  356. 10@ == 1
  357. 14@ == 1
  358. 18@ == 1
  359. 22@ == 1
  360. then
  361. 03F0: enable_text_draw 1
  362. ////033E: set_draw_text_position 23.00 65.0 GXT 'STWE003'
  363. //045B: draw_text_2numbers 22.00 80.0 GXT 'msefct' numbers 11@ 8@
  364. 038D: draw_texture 74 position 50.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  365. end
  366. if or
  367. 26@ == 1
  368. 34@(31@,1i) == 1
  369. 38@(31@,1i) == 1
  370. 42@(31@,1i) == 1
  371. 46@(31@,1i) == 1
  372. 50@(31@,1i) == 1
  373. 54@(31@,1i) == 1
  374. then
  375. 03F0: enable_text_draw 1
  376. ////033E: set_draw_text_position 23.00 65.0 GXT 'STWE003'
  377. //045B: draw_text_2numbers 22.00 80.0 GXT 'msefct' numbers 11@ 8@
  378. 038D: draw_texture 74 position 50.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  379. end
  380. /////////*******************////////no weapon/////////********************
  381.  
  382. /////////*******************////////slot 1-Melee/////////********************
  383. {
  384. 6@ == 0
  385.  
  386. 03F0: enable_text_draw 1
  387. 038D: draw_texture 69 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  388. }
  389.  
  390.  
  391. if or
  392. 2@ == 2
  393. 6@ == 2
  394. 10@ == 2
  395. 14@ == 2
  396. 18@ == 2
  397. 22@ == 2
  398. then
  399. 03F0: enable_text_draw 1
  400. 038D: draw_texture 75 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  401. end
  402.  
  403. if or
  404. 26@ == 2
  405. 34@(31@,1i) == 2
  406. 38@(31@,1i) == 2
  407. 42@(31@,1i) == 2
  408. 46@(31@,1i) == 2
  409. 50@(31@,1i) == 2
  410. 54@(31@,1i) == 2
  411. then
  412. 03F0: enable_text_draw 1
  413. 038D: draw_texture 75 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  414. end
  415.  
  416. if or
  417. 2@ == 3
  418. 6@ == 3
  419. 10@ == 3
  420. 14@ == 3
  421. 18@ == 3
  422. 22@ == 3
  423. then
  424. 03F0: enable_text_draw 1
  425. 038D: draw_texture 76 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  426. end
  427.  
  428. if or
  429. 26@ == 3
  430. 34@(31@,1i) == 3
  431. 38@(31@,1i) == 3
  432. 42@(31@,1i) == 3
  433. 46@(31@,1i) == 3
  434. 50@(31@,1i) == 3
  435. 54@(31@,1i) == 3
  436. then
  437. 03F0: enable_text_draw 1
  438. 038D: draw_texture 76 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  439. end
  440.  
  441. if or
  442. 2@ == 4
  443. 6@ == 4
  444. 10@ == 4
  445. 14@ == 4
  446. 18@ == 4
  447. 22@ == 4
  448. then
  449. 03F0: enable_text_draw 1
  450. 038D: draw_texture 77 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  451. end
  452.  
  453. if or
  454. 26@ == 4
  455. 34@(31@,1i) == 4
  456. 38@(31@,1i) == 4
  457. 42@(31@,1i) == 4
  458. 46@(31@,1i) == 4
  459. 50@(31@,1i) == 4
  460. 54@(31@,1i) == 4
  461. then
  462. 03F0: enable_text_draw 1
  463. 038D: draw_texture 77 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  464. end
  465.  
  466. if or
  467. 2@ == 5
  468. 6@ == 5
  469. 10@ == 5
  470. 14@ == 5
  471. 18@ == 5
  472. 22@ == 5
  473. then
  474. 03F0: enable_text_draw 1
  475. 038D: draw_texture 78 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  476. end
  477.  
  478. if or
  479. 26@ == 5
  480. 34@(31@,1i) == 5
  481. 38@(31@,1i) == 5
  482. 42@(31@,1i) == 5
  483. 46@(31@,1i) == 5
  484. 50@(31@,1i) == 5
  485. 54@(31@,1i) == 5
  486. then
  487. 03F0: enable_text_draw 1
  488. 038D: draw_texture 78 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  489. end
  490.  
  491. if or
  492. 2@ == 6
  493. 6@ == 6
  494. 10@ == 6
  495. 14@ == 6
  496. 18@ == 6
  497. 22@ == 6
  498. then
  499. 03F0: enable_text_draw 1
  500. 038D: draw_texture 79 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  501. end
  502.  
  503. if or
  504. 26@ == 6
  505. 34@(31@,1i) == 6
  506. 38@(31@,1i) == 6
  507. 42@(31@,1i) == 6
  508. 46@(31@,1i) == 6
  509. 50@(31@,1i) == 6
  510. 54@(31@,1i) == 6
  511. then
  512. 03F0: enable_text_draw 1
  513. 038D: draw_texture 79 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  514. end
  515.  
  516. if or
  517. 2@ == 7
  518. 6@ == 7
  519. 10@ == 7
  520. 14@ == 7
  521. 18@ == 7
  522. 22@ == 7
  523. then
  524. 03F0: enable_text_draw 1
  525. 038D: draw_texture 81 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  526. end
  527.  
  528. if or
  529. 26@ == 7
  530. 34@(31@,1i) == 7
  531. 38@(31@,1i) == 7
  532. 42@(31@,1i) == 7
  533. 46@(31@,1i) == 7
  534. 50@(31@,1i) == 7
  535. 54@(31@,1i) == 7
  536. then
  537. 03F0: enable_text_draw 1
  538. 038D: draw_texture 81 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  539. end
  540.  
  541. if or
  542. 2@ == 8
  543. 6@ == 8
  544. 10@ == 8
  545. 14@ == 8
  546. 18@ == 8
  547. 22@ == 8
  548. then
  549. 03F0: enable_text_draw 1
  550. 038D: draw_texture 80 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  551. end
  552.  
  553. if or
  554. 26@ == 8
  555. 34@(31@,1i) == 8
  556. 38@(31@,1i) == 8
  557. 42@(31@,1i) == 8
  558. 46@(31@,1i) == 8
  559. 50@(31@,1i) == 8
  560. 54@(31@,1i) == 8
  561. then
  562. 03F0: enable_text_draw 1
  563. 038D: draw_texture 80 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  564. end
  565.  
  566. if or
  567. 2@ == 9
  568. 6@ == 9
  569. 10@ == 9
  570. 14@ == 9
  571. 18@ == 9
  572. 22@ == 9
  573. then
  574. 03F0: enable_text_draw 1
  575. 038D: draw_texture 82 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  576. end
  577.  
  578. if or
  579. 26@ == 9
  580. 34@(31@,1i) == 9
  581. 38@(31@,1i) == 9
  582. 42@(31@,1i) == 9
  583. 46@(31@,1i) == 9
  584. 50@(31@,1i) == 9
  585. 54@(31@,1i) == 9
  586. then
  587. 03F0: enable_text_draw 1
  588. 038D: draw_texture 82 position 64.00 120.00 scale 64.00 32.00 RGBA 255 255 255 255
  589. end
  590.  
  591. /////////*******************////////slot 1/////////********************
  592.  
  593. /////////*******************////////slot 1.5 - dildos////////********************
  594.  
  595. if or
  596. 2@ == 10
  597. 6@ == 10
  598. 10@ == 10
  599. 14@ == 10
  600. 18@ == 10
  601. 22@ == 10
  602. then
  603. 03F0: enable_text_draw 1
  604. 038D: draw_texture 64 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  605. end
  606.  
  607. if or
  608. 26@ == 10
  609. 34@(31@,1i) == 10
  610. 38@(31@,1i) == 10
  611. 42@(31@,1i) == 10
  612. 46@(31@,1i) == 10
  613. 50@(31@,1i) == 10
  614. 54@(31@,1i) == 10
  615. then
  616. 03F0: enable_text_draw 1
  617. 038D: draw_texture 64 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  618. end
  619.  
  620. if or
  621. 2@ == 11
  622. 6@ == 11
  623. 10@ == 11
  624. 14@ == 11
  625. 18@ == 11
  626. 22@ == 11
  627. then
  628. 03F0: enable_text_draw 1
  629. 038D: draw_texture 65 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  630. end
  631.  
  632. if or
  633. 26@ == 11
  634. 34@(31@,1i) == 11
  635. 38@(31@,1i) == 11
  636. 42@(31@,1i) == 11
  637. 46@(31@,1i) == 11
  638. 50@(31@,1i) == 11
  639. 54@(31@,1i) == 11
  640. then
  641. 03F0: enable_text_draw 1
  642. 038D: draw_texture 65 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  643. end
  644.  
  645. if or
  646. 2@ == 12
  647. 6@ == 12
  648. 10@ == 12
  649. 14@ == 12
  650. 18@ == 12
  651. 22@ == 12
  652. then
  653. 03F0: enable_text_draw 1
  654. 038D: draw_texture 66 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  655. end
  656.  
  657. if or
  658. 26@ == 12
  659. 34@(31@,1i) == 12
  660. 38@(31@,1i) == 12
  661. 42@(31@,1i) == 12
  662. 46@(31@,1i) == 12
  663. 50@(31@,1i) == 12
  664. 54@(31@,1i) == 12
  665. then
  666. 03F0: enable_text_draw 1
  667. 038D: draw_texture 66 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  668. end
  669.  
  670. if or
  671. 2@ == 13
  672. 6@ == 13
  673. 10@ == 13
  674. 14@ == 13
  675. 18@ == 13
  676. 22@ == 13
  677. then
  678. 03F0: enable_text_draw 1
  679. 038D: draw_texture 67 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  680. end
  681.  
  682. if or
  683. 26@ == 13
  684. 34@(31@,1i) == 13
  685. 38@(31@,1i) == 13
  686. 42@(31@,1i) == 13
  687. 46@(31@,1i) == 13
  688. 50@(31@,1i) == 13
  689. 54@(31@,1i) == 13
  690. then
  691. 03F0: enable_text_draw 1
  692. 038D: draw_texture 67 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  693. end
  694.  
  695. if or
  696. 2@ == 14
  697. 6@ == 14
  698. 10@ == 14
  699. 14@ == 14
  700. 18@ == 14
  701. 22@ == 14
  702. then
  703. 03F0: enable_text_draw 1
  704. //033E: set_draw_text_position 371.5 35.0 GXT 'SNIPE'
  705. //045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@ //flowers
  706. 038D: draw_texture 103 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
  707. end
  708.  
  709. if or
  710. 26@ == 14
  711. 34@(31@,1i) == 14
  712. 38@(31@,1i) == 14
  713. 42@(31@,1i) == 14
  714. 46@(31@,1i) == 14
  715. 50@(31@,1i) == 14
  716. 54@(31@,1i) == 14
  717. then
  718. 03F0: enable_text_draw 1
  719. //033E: set_draw_text_position 371.5 35.0 GXT 'SNIPE'
  720. //045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
  721. 038D: draw_texture 103 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
  722. end
  723.  
  724.  
  725. if or
  726. 2@ == 15
  727. 6@ == 15
  728. 10@ == 15
  729. 14@ == 15
  730. 18@ == 15
  731. 22@ == 15
  732. then
  733. 03F0: enable_text_draw 1
  734. 038D: draw_texture 68 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  735. end
  736.  
  737. if or
  738. 26@ == 15
  739. 34@(31@,1i) == 15
  740. 38@(31@,1i) == 15
  741. 42@(31@,1i) == 15
  742. 46@(31@,1i) == 15
  743. 50@(31@,1i) == 15
  744. 54@(31@,1i) == 15
  745. then
  746. 03F0: enable_text_draw 1
  747. 038D: draw_texture 68 position 64.00 160.00 scale 64.00 32.00 RGBA 255 255 255 255
  748. end
  749.  
  750.  
  751.  
  752. /////////*******************////////slot 1.5 - dildos////////********************
  753.  
  754.  
  755. /////////*******************////////Slot: Projectiles/////////********************
  756. if or
  757. 2@ == 16
  758. 6@ == 16
  759. 10@ == 16
  760. 14@ == 16
  761. 18@ == 16
  762. 22@ == 16
  763. then
  764. 03F0: enable_text_draw 1
  765. //033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  766. //045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i) //grenade
  767. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  768. 081C: draw_text_outline 1 RGBA 0 0 0 255
  769. 045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
  770. 038D: draw_texture 97 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
  771. end
  772.  
  773. if or
  774. 26@ == 16
  775. 34@(31@,1i) == 16
  776. 38@(31@,1i) == 16
  777. 42@(31@,1i) == 16
  778. 46@(31@,1i) == 16
  779. 50@(31@,1i) == 16
  780. 54@(31@,1i) == 16
  781. then
  782. 03F0: enable_text_draw 1
  783. //033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  784. //045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i) //grenade
  785. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  786. 081C: draw_text_outline 1 RGBA 0 0 0 255
  787. 045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
  788. 038D: draw_texture 97 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
  789. end
  790.  
  791. if or
  792. 2@ == 17
  793. 6@ == 17
  794. 10@ == 17
  795. 14@ == 17
  796. 18@ == 17
  797. 22@ == 17
  798. then
  799. 03F0: enable_text_draw 1
  800. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  801. //045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i) //teargas
  802. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  803. 081C: draw_text_outline 1 RGBA 0 0 0 255
  804. 045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
  805. 038D: draw_texture 107 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
  806. end
  807.  
  808. if or
  809. 26@ == 17
  810. 34@(31@,1i) == 17
  811. 38@(31@,1i) == 17
  812. 42@(31@,1i) == 17
  813. 46@(31@,1i) == 17
  814. 50@(31@,1i) == 17
  815. 54@(31@,1i) == 17
  816. then
  817. 03F0: enable_text_draw 1
  818. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  819. //045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i) //teargas
  820. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  821. 081C: draw_text_outline 1 RGBA 0 0 0 255
  822. 045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
  823. 038D: draw_texture 107 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
  824. end
  825.  
  826. if or
  827. 2@ == 18
  828. 6@ == 18
  829. 10@ == 18
  830. 14@ == 18
  831. 18@ == 18
  832. 22@ == 18
  833. then
  834. 03F0: enable_text_draw 1
  835. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  836. //045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i) //molotov
  837. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  838. 081C: draw_text_outline 1 RGBA 0 0 0 255
  839. 045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
  840. 038D: draw_texture 98 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
  841. end
  842.  
  843. if or
  844. 26@ == 18
  845. 34@(31@,1i) == 18
  846. 38@(31@,1i) == 18
  847. 42@(31@,1i) == 18
  848. 46@(31@,1i) == 18
  849. 50@(31@,1i) == 18
  850. 54@(31@,1i) == 18
  851. then
  852. 03F0: enable_text_draw 1
  853. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  854. //045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i) //molotov
  855. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  856. 081C: draw_text_outline 1 RGBA 0 0 0 255
  857. 045A: draw_text_1number 560.00 155.0 GXT 'NUMBER' number 36@(31@,1i) //
  858. 038D: draw_texture 98 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
  859. end
  860. /////////*******************////////Slot: Projectiles/////////********************
  861. //19 20 21 - PROJECTILE
  862. /////////*******************////////Slot2: Handguns/////////********************
  863. if or
  864. 2@ == 22
  865. 6@ == 22
  866. 10@ == 22
  867. 14@ == 22
  868. 18@ == 22
  869. 22@ == 22
  870. then
  871. 03F0: enable_text_draw 1
  872. //033E: set_draw_text_position 121.00 30.0 GXT 'STWE001'
  873. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  874. 081C: draw_text_outline 1 RGBA 0 0 0 255
  875. 045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
  876. 038D: draw_texture 70 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  877. end
  878.  
  879. if or
  880. 26@ == 22
  881. 34@(31@,1i) == 22
  882. 38@(31@,1i) == 22
  883. 42@(31@,1i) == 22
  884. 46@(31@,1i) == 22
  885. 50@(31@,1i) == 22
  886. 54@(31@,1i) == 22
  887. then
  888. 03F0: enable_text_draw 1
  889. //033E: set_draw_text_position 121.00 30.0 GXT 'STWE001'
  890. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  891. 081C: draw_text_outline 1 RGBA 0 0 0 255
  892. 045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
  893. 038D: draw_texture 70 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  894. end
  895.  
  896. if or
  897. 2@ == 23
  898. 6@ == 23
  899. 10@ == 23
  900. 14@ == 23
  901. 18@ == 23
  902. 22@ == 23
  903. then
  904. 03F0: enable_text_draw 1
  905. //033E: set_draw_text_position 123.00 30.0 GXT 'STWE002'
  906. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  907. 081C: draw_text_outline 1 RGBA 0 0 0 255
  908. 045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
  909. 038D: draw_texture 71 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  910. end
  911.  
  912. if or
  913. 26@ == 23
  914. 34@(31@,1i) == 23
  915. 38@(31@,1i) == 23
  916. 42@(31@,1i) == 23
  917. 46@(31@,1i) == 23
  918. 50@(31@,1i) == 23
  919. 54@(31@,1i) == 23
  920. then
  921. 03F0: enable_text_draw 1
  922. //033E: set_draw_text_position 123.00 30.0 GXT 'STWE002'
  923. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  924. 081C: draw_text_outline 1 RGBA 0 0 0 255
  925. 045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
  926. 038D: draw_texture 71 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  927. end
  928.  
  929. if or
  930. 2@ == 24
  931. 6@ == 24
  932. 10@ == 24
  933. 14@ == 24
  934. 18@ == 24
  935. 22@ == 24
  936. then
  937. 03F0: enable_text_draw 1
  938. //033E: set_draw_text_position 123.00 30.0 GXT 'STWE003'
  939. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  940. 081C: draw_text_outline 1 RGBA 0 0 0 255
  941. 045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
  942. 038D: draw_texture 72 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  943. end
  944.  
  945. if or
  946. 26@ == 24
  947. 34@(31@,1i) == 24
  948. 38@(31@,1i) == 24
  949. 42@(31@,1i) == 24
  950. 46@(31@,1i) == 24
  951. 50@(31@,1i) == 24
  952. 54@(31@,1i) == 24
  953. then
  954. 03F0: enable_text_draw 1
  955. //033E: set_draw_text_position 123.00 30.0 GXT 'STWE003'
  956. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  957. 081C: draw_text_outline 1 RGBA 0 0 0 255
  958. 045B: draw_text_2numbers 100.00 70.0 GXT 'msefct' numbers 11@ 8@
  959. 038D: draw_texture 72 position 110.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  960. end
  961. /////////*******************////////Slot2: Handguns/////////********************
  962.  
  963.  
  964. /////////*******************////////Slot3: Shotguns/////////********************
  965.  
  966. if or
  967. 2@ == 25
  968. 6@ == 25
  969. 10@ == 25
  970. 14@ == 25
  971. 18@ == 25
  972. 22@ == 25
  973. then
  974. 03F0: enable_text_draw 1
  975. //033E: set_draw_text_position 181.5 30.0 GXT 'STWE004'
  976. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  977. 081C: draw_text_outline 1 RGBA 0 0 0 255
  978. 045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
  979. 038D: draw_texture 83 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  980. end
  981.  
  982. if or
  983. 26@ == 25
  984. 34@(31@,1i) == 25
  985. 38@(31@,1i) == 25
  986. 42@(31@,1i) == 25
  987. 46@(31@,1i) == 25
  988. 50@(31@,1i) == 25
  989. 54@(31@,1i) == 25
  990. then
  991. 03F0: enable_text_draw 1
  992. //033E: set_draw_text_position 181.5 30.0 GXT 'STWE004'
  993. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  994. 081C: draw_text_outline 1 RGBA 0 0 0 255
  995. 045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
  996. 038D: draw_texture 83 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  997. end
  998.  
  999. if or
  1000. 2@ == 26
  1001. 6@ == 26
  1002. 10@ == 26
  1003. 14@ == 26
  1004. 18@ == 26
  1005. 22@ == 26
  1006. then
  1007. 03F0: enable_text_draw 1
  1008. //033E: set_draw_text_position 181.5 30.0 GXT 'STWE005'
  1009. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1010. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1011. 045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
  1012. 038D: draw_texture 84 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  1013. end
  1014.  
  1015. if or
  1016. 26@ == 26
  1017. 34@(31@,1i) == 26
  1018. 38@(31@,1i) == 26
  1019. 42@(31@,1i) == 26
  1020. 46@(31@,1i) == 26
  1021. 50@(31@,1i) == 26
  1022. 54@(31@,1i) == 26
  1023. then
  1024. 03F0: enable_text_draw 1
  1025. //033E: set_draw_text_position 181.5 30.0 GXT 'STWE005'
  1026. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1027. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1028. 045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
  1029. 038D: draw_texture 84 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  1030. end
  1031.  
  1032. if or
  1033. 2@ == 27
  1034. 6@ == 27
  1035. 10@ == 27
  1036. 14@ == 27
  1037. 18@ == 27
  1038. 22@ == 27
  1039. then
  1040. 03F0: enable_text_draw 1
  1041. //033E: set_draw_text_position 181.5 30.0 GXT 'STWE006'
  1042. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1043. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1044. 045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
  1045. 038D: draw_texture 85 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  1046. end
  1047.  
  1048. if or
  1049. 26@ == 27
  1050. 34@(31@,1i) == 27
  1051. 38@(31@,1i) == 27
  1052. 42@(31@,1i) == 27
  1053. 46@(31@,1i) == 27
  1054. 50@(31@,1i) == 27
  1055. 54@(31@,1i) == 27
  1056. then
  1057. 03F0: enable_text_draw 1
  1058. //033E: set_draw_text_position 181.5 30.0 GXT 'STWE006'
  1059. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1060. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1061. 045B: draw_text_2numbers 173.00 70.0 GXT 'msefct' numbers 15@ 12@
  1062. 038D: draw_texture 85 position 192.00 60.00 scale 64.00 32.00 RGBA 255 255 255 255
  1063. end
  1064. /////////*******************////////Slot3: Shotguns/////////********************
  1065.  
  1066. /////////*******************////////Slot4: Sub-Machineguns/////////********************
  1067.  
  1068. if or
  1069. 2@ == 28
  1070. 6@ == 28
  1071. 10@ == 28
  1072. 14@ == 28
  1073. 18@ == 28
  1074. 22@ == 28
  1075. then
  1076. 03F0: enable_text_draw 1
  1077. //033E: set_draw_text_position 241.5 20.0 GXT 'UZI'
  1078. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1079. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1080. 045B: draw_text_2numbers 235.00 70.0 GXT 'msefct' numbers 19@ 16@
  1081. 038D: draw_texture 86 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
  1082. end
  1083.  
  1084. if or
  1085. 26@ == 28
  1086. 34@(31@,1i) == 28
  1087. 38@(31@,1i) == 28
  1088. 42@(31@,1i) == 28
  1089. 46@(31@,1i) == 28
  1090. 50@(31@,1i) == 28
  1091. 54@(31@,1i) == 28
  1092. then
  1093. 03F0: enable_text_draw 1
  1094. //033E: set_draw_text_position 241.5 20.0 GXT 'UZI'
  1095. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1096. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1097. 045B: draw_text_2numbers 235.00 70.0 GXT 'msefct' numbers 19@ 16@
  1098. 038D: draw_texture 86 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
  1099. end
  1100.  
  1101. if or
  1102. 2@ == 29
  1103. 6@ == 29
  1104. 10@ == 29
  1105. 14@ == 29
  1106. 18@ == 29
  1107. 22@ == 29
  1108. then
  1109. 03F0: enable_text_draw 1
  1110. //033E: set_draw_text_position 241.5 20.0 GXT 'STWE008'
  1111. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1112. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1113. 045B: draw_text_2numbers 235.00 70.0 GXT 'msefct' numbers 19@ 16@
  1114. 038D: draw_texture 87 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
  1115. end
  1116.  
  1117. if or
  1118. 26@ == 29
  1119. 34@(31@,1i) == 29
  1120. 38@(31@,1i) == 29
  1121. 42@(31@,1i) == 29
  1122. 46@(31@,1i) == 29
  1123. 50@(31@,1i) == 29
  1124. 54@(31@,1i) == 29
  1125. then
  1126. 03F0: enable_text_draw 1
  1127. //033E: set_draw_text_position 241.5 20.0 GXT 'STWE008'
  1128. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1129. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1130. 045B: draw_text_2numbers 235.00 70.0 GXT 'msefct' numbers 19@ 16@
  1131. 038D: draw_texture 87 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
  1132. end
  1133.  
  1134. if or
  1135. 2@ == 32
  1136. 6@ == 32
  1137. 10@ == 32
  1138. 14@ == 32
  1139. 18@ == 32
  1140. 22@ == 32
  1141. then
  1142. 03F0: enable_text_draw 1
  1143. //033E: set_draw_text_position 241.5 20.0 GXT 'STWE011'
  1144. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1145. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1146. 045B: draw_text_2numbers 230.00 70.0 GXT 'msefct' numbers 19@ 16@
  1147. 038D: draw_texture 88 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
  1148. end
  1149.  
  1150. if or
  1151. 26@ == 32
  1152. 34@(31@,1i) == 32
  1153. 38@(31@,1i) == 32
  1154. 42@(31@,1i) == 32
  1155. 46@(31@,1i) == 32
  1156. 50@(31@,1i) == 32
  1157. 54@(31@,1i) == 32
  1158. then
  1159. 03F0: enable_text_draw 1
  1160. //033E: set_draw_text_position 241.5 20.0 GXT 'STWE011'
  1161. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1162. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1163. 045B: draw_text_2numbers 230.00 70.0 GXT 'msefct' numbers 19@ 16@
  1164. 038D: draw_texture 88 position 245.00 50.00 scale 64.00 32.00 RGBA 255 255 255 255
  1165. end
  1166. /////////*******************////////Slot4: Sub-Machineguns/////////********************
  1167.  
  1168.  
  1169. /////////*******************////////Slot5: Machineguns/////////********************
  1170. if or
  1171. 2@ == 30
  1172. 6@ == 30
  1173. 10@ == 30
  1174. 14@ == 30
  1175. 18@ == 30
  1176. 22@ == 30
  1177. then
  1178. 03F0: enable_text_draw 1
  1179. //033E: set_draw_text_position 305.5 35.0 GXT 'STWE009'
  1180. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1181. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1182. 045B: draw_text_2numbers 305.00 70.0 GXT 'msefct' numbers 23@ 20@
  1183. 038D: draw_texture 89 position 321.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
  1184. end
  1185.  
  1186. if or
  1187. 26@ == 30
  1188. 34@(31@,1i) == 30
  1189. 38@(31@,1i) == 30
  1190. 42@(31@,1i) == 30
  1191. 46@(31@,1i) == 30
  1192. 50@(31@,1i) == 30
  1193. 54@(31@,1i) == 30
  1194. then
  1195. 03F0: enable_text_draw 1
  1196. //033E: set_draw_text_position 305.5 35.0 GXT 'STWE009'
  1197. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1198. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1199. 045B: draw_text_2numbers 305.00 70.0 GXT 'msefct' numbers 23@ 20@
  1200. 038D: draw_texture 89 position 321.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
  1201. end
  1202.  
  1203. if or
  1204. 2@ == 31
  1205. 6@ == 31
  1206. 10@ == 31
  1207. 14@ == 31
  1208. 18@ == 31
  1209. 22@ == 31
  1210. then
  1211. 03F0: enable_text_draw 1
  1212. //033E: set_draw_text_position 305.5 35.0 GXT 'STWE009'
  1213. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1214. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1215. 045B: draw_text_2numbers 305.00 70.0 GXT 'msefct' numbers 23@ 20@
  1216. 038D: draw_texture 90 position 321.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
  1217. end
  1218.  
  1219. if or
  1220. 26@ == 31
  1221. 34@(31@,1i) == 31
  1222. 38@(31@,1i) == 31
  1223. 42@(31@,1i) == 31
  1224. 46@(31@,1i) == 31
  1225. 50@(31@,1i) == 31
  1226. 54@(31@,1i) == 31
  1227. then
  1228. 03F0: enable_text_draw 1
  1229. //033E: set_draw_text_position 305.5 35.0 GXT 'STWE009'
  1230. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1231. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1232. 045B: draw_text_2numbers 305.00 70.0 GXT 'msefct' numbers 23@ 20@
  1233. 038D: draw_texture 90 position 321.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
  1234. end
  1235.  
  1236.  
  1237. /////////*******************////////Slot5: Machineguns/////////********************
  1238.  
  1239.  
  1240. /////////*******************////////Slot6: Rifles/////////********************
  1241. if or
  1242. 2@ == 33
  1243. 6@ == 33
  1244. 10@ == 33
  1245. 14@ == 33
  1246. 18@ == 33
  1247. 22@ == 33
  1248. then
  1249. 03F0: enable_text_draw 1
  1250. //033E: set_draw_text_position 371.5 35.0 GXT 'RIFLE'
  1251. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1252. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1253. 045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
  1254. 038D: draw_texture 91 position 400.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
  1255. end
  1256.  
  1257. if or
  1258. 26@ == 33
  1259. 34@(31@,1i) == 33
  1260. 38@(31@,1i) == 33
  1261. 42@(31@,1i) == 33
  1262. 46@(31@,1i) == 33
  1263. 50@(31@,1i) == 33
  1264. 54@(31@,1i) == 33
  1265. then
  1266. 03F0: enable_text_draw 1
  1267. //033E: set_draw_text_position 371.5 35.0 GXT 'RIFLE'
  1268. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1269. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1270. 045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
  1271. 038D: draw_texture 91 position 400.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
  1272. end
  1273.  
  1274. if or
  1275. 2@ == 34
  1276. 6@ == 34
  1277. 10@ == 34
  1278. 14@ == 34
  1279. 18@ == 34
  1280. 22@ == 34
  1281. then
  1282. 03F0: enable_text_draw 1
  1283. //033E: set_draw_text_position 371.5 35.0 GXT 'SNIPE'
  1284. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1285. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1286. 045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
  1287. 038D: draw_texture 92 position 400.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
  1288. end
  1289.  
  1290. if or
  1291. 26@ == 34
  1292. 34@(31@,1i) == 34
  1293. 38@(31@,1i) == 34
  1294. 42@(31@,1i) == 34
  1295. 46@(31@,1i) == 34
  1296. 50@(31@,1i) == 34
  1297. 54@(31@,1i) == 34
  1298. then
  1299. 03F0: enable_text_draw 1
  1300. //033E: set_draw_text_position 371.5 35.0 GXT 'SNIPE'
  1301. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1302. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1303. 045B: draw_text_2numbers 380.00 70.0 GXT 'msefct' numbers 27@ 24@
  1304. 038D: draw_texture 92 position 400.00 57.00 scale 64.00 32.00 RGBA 255 255 255 255
  1305. end
  1306.  
  1307. /////////*******************////////Slot6: Rifles/////////********************
  1308.  
  1309. /////////*******************////////Slot7: Heavy Weapons/////////********************
  1310. if or
  1311. 2@ == 35
  1312. 6@ == 35
  1313. 10@ == 35
  1314. 14@ == 35
  1315. 18@ == 35
  1316. 22@ == 35
  1317. then
  1318. 03F0: enable_text_draw 1
  1319. ////033E: set_draw_text_position 435.5 35.0 GXT 'ROCKET'
  1320. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1321. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1322. 045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
  1323. 038D: draw_texture 93 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
  1324. end
  1325.  
  1326. if or
  1327. 26@ == 35
  1328. 34@(31@,1i) == 35
  1329. 38@(31@,1i) == 35
  1330. 42@(31@,1i) == 35
  1331. 46@(31@,1i) == 35
  1332. 50@(31@,1i) == 35
  1333. 54@(31@,1i) == 35
  1334. then
  1335. 03F0: enable_text_draw 1
  1336. ////033E: set_draw_text_position 435.5 35.0 GXT 'ROCKET'
  1337. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1338. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1339. 045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
  1340. 038D: draw_texture 93 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
  1341. end
  1342.  
  1343. if or
  1344. 2@ == 36
  1345. 6@ == 36
  1346. 10@ == 36
  1347. 14@ == 36
  1348. 18@ == 36
  1349. 22@ == 36
  1350. then
  1351. 03F0: enable_text_draw 1
  1352. ////033E: set_draw_text_position 435.5 35.0 GXT 'ROCKET'
  1353. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1354. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1355. 045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
  1356. 038D: draw_texture 94 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
  1357. end
  1358.  
  1359. if or
  1360. 26@ == 36
  1361. 34@(31@,1i) == 36
  1362. 38@(31@,1i) == 36
  1363. 42@(31@,1i) == 36
  1364. 46@(31@,1i) == 36
  1365. 50@(31@,1i) == 36
  1366. 54@(31@,1i) == 36
  1367. then
  1368. 03F0: enable_text_draw 1
  1369. ////033E: set_draw_text_position 435.5 35.0 GXT 'ROCKET'
  1370. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1371. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1372. 045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
  1373. 038D: draw_texture 94 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
  1374. end
  1375.  
  1376. if or
  1377. 2@ == 37
  1378. 6@ == 37
  1379. 10@ == 37
  1380. 14@ == 37
  1381. 18@ == 37
  1382. 22@ == 37
  1383. then
  1384. 03F0: enable_text_draw 1
  1385. ////033E: set_draw_text_position 435.5 35.0 GXT 'FLAMET'
  1386. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1387. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1388. 045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
  1389. 038D: draw_texture 95 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
  1390. end
  1391.  
  1392. if or
  1393. 26@ == 37
  1394. 34@(31@,1i) == 37
  1395. 38@(31@,1i) == 37
  1396. 42@(31@,1i) == 37
  1397. 46@(31@,1i) == 37
  1398. 50@(31@,1i) == 37
  1399. 54@(31@,1i) == 37
  1400. then
  1401. 03F0: enable_text_draw 1
  1402. ////033E: set_draw_text_position 435.5 35.0 GXT 'FLAMET'
  1403. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1404. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1405. 045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
  1406. 038D: draw_texture 95 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
  1407. end
  1408.  
  1409. if or
  1410. 2@ == 38
  1411. 6@ == 38
  1412. 10@ == 38
  1413. 14@ == 38
  1414. 18@ == 38
  1415. 22@ == 38
  1416. then
  1417. 03F0: enable_text_draw 1
  1418. ////033E: set_draw_text_position 435.5 30.0 GXT 'MINIGU'
  1419. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1420. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1421. 045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
  1422. 038D: draw_texture 96 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
  1423. end
  1424.  
  1425. if or
  1426. 26@ == 38
  1427. 34@(31@,1i) == 38
  1428. 38@(31@,1i) == 38
  1429. 42@(31@,1i) == 38
  1430. 46@(31@,1i) == 38
  1431. 50@(31@,1i) == 38
  1432. 54@(31@,1i) == 38
  1433. then
  1434. 03F0: enable_text_draw 1
  1435. ////033E: set_draw_text_position 435.5 30.0 GXT 'MINIGU'
  1436. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1437. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1438. 045B: draw_text_2numbers 540.00 204.0 GXT 'msefct' numbers 35@(31@,1i) 28@
  1439. 038D: draw_texture 96 position 576.00 200.00 scale 64.00 32.00 RGBA 255 255 255 255
  1440. end
  1441.  
  1442.  
  1443. /////////*******************////////Slot7: Heavy Weapons/////////********************
  1444.  
  1445. if or
  1446. 2@ == 39
  1447. 6@ == 39
  1448. 10@ == 39
  1449. 14@ == 39
  1450. 18@ == 39
  1451. 22@ == 39
  1452. then
  1453. 03F0: enable_text_draw 1
  1454. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1455. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1456. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1457. 045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i) //satchel chrg
  1458. 038D: draw_texture 99 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
  1459. end
  1460.  
  1461. if or
  1462. 26@ == 39
  1463. 34@(31@,1i) == 39
  1464. 38@(31@,1i) == 39
  1465. 42@(31@,1i) == 39
  1466. 46@(31@,1i) == 39
  1467. 50@(31@,1i) == 39
  1468. 54@(31@,1i) == 39
  1469. then
  1470. 03F0: enable_text_draw 1
  1471. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1472. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1473. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1474. 045B: draw_text_2numbers 560.00 155.0 GXT 'msefct' numbers 36@(31@,1i) 36@(31@,1i) //satchel chrg
  1475. 038D: draw_texture 99 position 526.00 165.00 scale 64.00 32.00 RGBA 255 255 255 255
  1476. end
  1477.  
  1478. /////////*******************////////Slot12:Detonators?///////********************
  1479. if or
  1480. 2@ == 40
  1481. 6@ == 40
  1482. 10@ == 40
  1483. 14@ == 40
  1484. 18@ == 40
  1485. 22@ == 40
  1486. then
  1487. 03F0: enable_text_draw 1
  1488. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1489. //045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
  1490. 038D: draw_texture 106 position 566.00 240.00 scale 64.00 32.00 RGBA 255 255 255 255
  1491. end
  1492.  
  1493. if or
  1494. 26@ == 40
  1495. 34@(31@,1i) == 40
  1496. 38@(31@,1i) == 40
  1497. 42@(31@,1i) == 40
  1498. 46@(31@,1i) == 40
  1499. 50@(31@,1i) == 40
  1500. 54@(31@,1i) == 40
  1501. then
  1502. 03F0: enable_text_draw 1
  1503. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1504. //045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
  1505. 038D: draw_texture 106 position 566.00 240.00 scale 64.00 32.00 RGBA 255 255 255 255
  1506. end
  1507.  
  1508. /////////*******************////////Slot12:Detonators///////********************
  1509.  
  1510. /////////*******************////////Slot9:Special1/////////********************
  1511.  
  1512. if or
  1513. 2@ == 41
  1514. 6@ == 41
  1515. 10@ == 41
  1516. 14@ == 41
  1517. 18@ == 41
  1518. 22@ == 41
  1519. then
  1520. 03F0: enable_text_draw 1
  1521. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1522. //045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 40@(31@,1i) 40@(31@,1i) //sprcan
  1523. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1524. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1525. 045A: draw_text_1number 560.00 125.0 GXT 'NUMBER' number 40@(31@,1i) //
  1526. 038D: draw_texture 100 position 526.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
  1527. end
  1528.  
  1529. if or
  1530. 26@ == 41
  1531. 34@(31@,1i) == 41
  1532. 38@(31@,1i) == 41
  1533. 42@(31@,1i) == 41
  1534. 46@(31@,1i) == 41
  1535. 50@(31@,1i) == 41
  1536. 54@(31@,1i) == 41
  1537. then
  1538. 03F0: enable_text_draw 1
  1539. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1540. //045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 40@(31@,1i) 40@(31@,1i) //sprcan
  1541. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1542. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1543. 045A: draw_text_1number 560.00 125.0 GXT 'NUMBER' number 40@(31@,1i) //
  1544.  
  1545. 038D: draw_texture 100 position 526.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
  1546. end
  1547.  
  1548. if or
  1549. 2@ == 42
  1550. 6@ == 42
  1551. 10@ == 42
  1552. 14@ == 42
  1553. 18@ == 42
  1554. 22@ == 42
  1555. then
  1556. 03F0: enable_text_draw 1
  1557. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1558. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1559. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1560. 045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 44@(31@,1i) 40@(31@,1i) //extinguish
  1561. 038D: draw_texture 101 position 526.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
  1562. end
  1563.  
  1564. if or
  1565. 26@ == 42
  1566. 34@(31@,1i) == 42
  1567. 38@(31@,1i) == 42
  1568. 42@(31@,1i) == 42
  1569. 46@(31@,1i) == 42
  1570. 50@(31@,1i) == 42
  1571. 54@(31@,1i) == 42
  1572. then
  1573. 03F0: enable_text_draw 1
  1574. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1575. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1576. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1577. 045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 44@(31@,1i) 40@(31@,1i) //extinguish
  1578. 038D: draw_texture 101 position 526.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
  1579. end
  1580.  
  1581.  
  1582. if or
  1583. 2@ == 43
  1584. 6@ == 43
  1585. 10@ == 43
  1586. 14@ == 43
  1587. 18@ == 43
  1588. 22@ == 43
  1589. then
  1590. 03F0: enable_text_draw 1
  1591. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1592. //045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 44@(31@,1i) 40@(31@,1i) //camera
  1593. 038D: draw_texture 102 position 576.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
  1594. end
  1595.  
  1596. if or
  1597. 26@ == 43
  1598. 34@(31@,1i) == 43
  1599. 38@(31@,1i) == 43
  1600. 42@(31@,1i) == 43
  1601. 46@(31@,1i) == 43
  1602. 50@(31@,1i) == 43
  1603. 54@(31@,1i) == 43
  1604. then
  1605. 03F0: enable_text_draw 1
  1606. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1607. //045B: draw_text_2numbers 560.00 125.0 GXT 'msefct' numbers 44@(31@,1i) 40@(31@,1i) //camera
  1608. 038D: draw_texture 102 position 576.00 125.00 scale 64.00 32.00 RGBA 255 255 255 255
  1609. end
  1610. /////////*******************////////Slot9:Special1////////********************
  1611.  
  1612. /////////*******************////////Slot11:Special2////////********************
  1613. if or
  1614. 2@ == 44
  1615. 6@ == 44
  1616. 10@ == 44
  1617. 14@ == 44
  1618. 18@ == 44
  1619. 22@ == 44
  1620. then
  1621. 03F0: enable_text_draw 1
  1622. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1623. //045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
  1624. 038D: draw_texture 104 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
  1625. end
  1626.  
  1627.  
  1628. if or
  1629. 26@ == 44
  1630. 34@(31@,1i) == 44
  1631. 38@(31@,1i) == 44
  1632. 42@(31@,1i) == 44
  1633. 46@(31@,1i) == 44
  1634. 50@(31@,1i) == 44
  1635. 54@(31@,1i) == 44
  1636. then
  1637. 03F0: enable_text_draw 1
  1638. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1639. //045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
  1640. 038D: draw_texture 104 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
  1641. end
  1642.  
  1643. if or
  1644. 2@ == 45
  1645. 6@ == 45
  1646. 10@ == 45
  1647. 14@ == 45
  1648. 18@ == 45
  1649. 22@ == 45
  1650. then
  1651. 03F0: enable_text_draw 1
  1652. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1653. //045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
  1654. 038D: draw_texture 104 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
  1655. end
  1656.  
  1657.  
  1658. if or
  1659. 26@ == 45
  1660. 34@(31@,1i) == 45
  1661. 38@(31@,1i) == 45
  1662. 42@(31@,1i) == 45
  1663. 46@(31@,1i) == 45
  1664. 50@(31@,1i) == 45
  1665. 54@(31@,1i) == 45
  1666. then
  1667. 03F0: enable_text_draw 1
  1668. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1669. //045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
  1670. 038D: draw_texture 104 position 526.00 185.00 scale 64.00 32.00 RGBA 255 255 255 255
  1671. end
  1672.  
  1673.  
  1674. if or
  1675. 2@ == 46
  1676. 6@ == 46
  1677. 10@ == 46
  1678. 14@ == 46
  1679. 18@ == 46
  1680. 22@ == 46
  1681. then
  1682. 03F0: enable_text_draw 1
  1683. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1684. //045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
  1685. 038D: draw_texture 105{0} position 526.00 250.00 scale 64.00 32.00 RGBA 255 255 255 255
  1686. end
  1687.  
  1688. if or
  1689. 26@ == 46
  1690. 34@(31@,1i) == 46
  1691. 38@(31@,1i) == 46
  1692. 42@(31@,1i) == 46
  1693. 46@(31@,1i) == 46
  1694. 50@(31@,1i) == 46
  1695. 54@(31@,1i) == 46
  1696. then
  1697. 03F0: enable_text_draw 1
  1698. ////033E: set_draw_text_position 499.5 30.0 GXT 'GRENADE'
  1699. //045B: draw_text_2numbers 560.00 85.0 GXT 'msefct' numbers 48@(31@,1i) 44@(31@,1i)
  1700. 038D: draw_texture 105 position 526.00 250.00 scale 64.00 32.00 RGBA 255 255 255 255
  1701. end
  1702. /////////*******************////////Slot11:Special2////////********************
  1703.  
  1704.  
  1705. if
  1706. 0ab0: 67
  1707. then
  1708. wait 0
  1709. 03F0: enable_text_draw 0
  1710. 0391: release_txd_dictionary
  1711. 0A8C: write_memory 0xB7CB49 size 1 value 0 virtual_protect 0 // Unfreeze
  1712. 0A8C: write_memory 0x53BF8A size 2 value 0xC084 virtual_protect 1 // Disable frozen game stuff
  1713. 0A8C: write_memory 0x53BF96 size 4 value 0x0298850F virtual_protect 1 // Disable frozen game stuff
  1714. 0A8C: write_memory 0x53BF9A size 2 value 0x0 virtual_protect 1 // Disable frozen game stuff
  1715. 0A8C: write_memory 0x58FCC2 size 4 value 0x4D75C084 virtual_protect 1 // Disable frozen game text draw
  1716. 0A8C: write_memory 0x58D4BE size 4 value 0x850FC084 virtual_protect 1 // Disable frozen game texture draw
  1717. 0A8C: write_memory 0x58D4C2 size 4 value 0x000000AF virtual_protect 1 // Disable frozen game texture draw
  1718. //0A8C: write_memory 0xB7CB49 size 1 value 0 virtual_protect 0 // Unfreeze
  1719. wait 100
  1720. 30@ = 0
  1721. end
  1722.  
  1723. //////////gang recruitment
  1724. if
  1725. 0ab0: 74 //J
  1726. then
  1727. wait 0
  1728. 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
  1729. 08F4: set_max_group_members 20
  1730. 07F6: get_group $PLAYER_GROUP number_of_leaders_to 59@(31@,1i) number_of_members_to 60@(31@,1i)
  1731.  
  1732.  
  1733. if
  1734. 60@(31@,1i) < 20
  1735. then
  1736.  
  1737. for 0@ = 0 to 35584 step 256
  1738. 0085: 57@(31@,1i) = 0@
  1739. for 1@ = 0 to 127
  1740. if and
  1741. 056D: actor 57@(31@,1i) defined // if we've got an actor
  1742. 803C: not $PLAYER_ACTOR == 57@(31@,1i) // make sure we've not got the player.
  1743. then
  1744. 089F: get_actor 57@(31@,1i) pedtype_to 61@(31@,1i)
  1745. if and
  1746. 61@(31@,1i) == 8
  1747. 00F3: actor 57@(31@,1i) near_actor $PLAYER_ACTOR radius 50.0 50.0 0 on_foot
  1748. then
  1749. #AK47.Load
  1750. if
  1751. #AK47.Available
  1752. then
  1753. wait 0
  1754. 01B2: give_actor 57@(31@,1i) weapon 30 ammo 500 // Load the weapon model before using this
  1755. wait 0
  1756. 01B9: set_actor 57@(31@,1i) armed_weapon_to 30
  1757. wait 0
  1758. #AK47.Destroy
  1759. 0631: put_actor 57@(31@,1i) in_group $PLAYER_GROUP
  1760. //0187: 30@ = create_marker_above_actor 57@(31@,1i)
  1761. end
  1762. break
  1763. end
  1764. end
  1765. 000A: 57@(31@,1i) += 1
  1766. end
  1767. end
  1768.  
  1769. end
  1770. end
  1771.  
  1772. end
  1773.  
  1774. end
  1775.  
  1776.  
  1777.  
  1778.  
  1779. :markers
  1780. for 0@ = 0x9788DC to 0x97D63C step 0x20
  1781. 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
  1782. if
  1783. 0039: 1@ == 15
  1784. then
  1785. 000A: 0@ += -0x18
  1786. 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
  1787. 000A: 0@ += 0x18
  1788. if
  1789. 8039: not 1@ == 0
  1790. then
  1791. 0A8D: 2@ = read_memory 0xB7449C size 4 virtual_protect 0
  1792. 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
  1793. 0062: 1@ -= 2@
  1794. 0016: 1@ /= 0x19C
  1795. 0A8D: 2@ = read_memory 0xB7449C size 4 virtual_protect 0
  1796. 000A: 2@ += 0x4
  1797. 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
  1798. 005A: 2@ += 1@
  1799. 0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
  1800. 0012: 1@ *= 0x100
  1801. 005A: 1@ += 2@
  1802. 0188: 3@ = create_marker_above_object 1@
  1803. 0168: set_marker 3@ size 1
  1804. 0165: set_marker 3@ color_to 6
  1805.  
  1806. end
  1807. end
  1808. end
  1809. return
  1810.  
  1811. :100percents
  1812. 03F0: enable_text_draw 1
  1813. 0653: 56@(31@,1i) = float_stat 15
  1814. if
  1815. 56@(31@,1i) < 1039000.0
  1816. then
  1817. //0343: set_text_draw_linewidth 800.0
  1818. 0343: set_text_draw_linewidth 800.0
  1819. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1820. 0340: set_text_draw_RGBA 162 217 221 255
  1821. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1822. 033F: set_text_draw_letter_size 0.286 0.9392
  1823. 045A: draw_text_1numbers 415.00 292.0 GXT '100PC1' numbers 32
  1824. end
  1825.  
  1826. if
  1827. $STAT_Tags_Sprayed < 100
  1828. then
  1829. //0343: set_text_draw_linewidth 800.0
  1830. 0343: set_text_draw_linewidth 800.0
  1831. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1832. 0340: set_text_draw_RGBA 0 194 224 255
  1833. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1834. 033F: set_text_draw_letter_size 0.286 0.9392
  1835. 045B: draw_text_2numbers 415.00 302.0 GXT '100PC2' numbers $STAT_Tags_Sprayed 100
  1836. end
  1837.  
  1838. if
  1839. $STAT_Taken_Photos < 50
  1840. then
  1841. 0343: set_text_draw_linewidth 800.0
  1842. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1843. 0340: set_text_draw_RGBA 0 194 224 255
  1844. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1845. 033F: set_text_draw_letter_size 0.286 0.9392
  1846. 045B: draw_text_2numbers 415.00 312.0 GXT '100PC3' numbers $STAT_Taken_Photos 50
  1847. end
  1848.  
  1849. if
  1850. $Collected_Horshoes < 50
  1851. then
  1852. 0343: set_text_draw_linewidth 800.0
  1853. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1854. 0340: set_text_draw_RGBA 0 194 224 255
  1855. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1856. 033F: set_text_draw_letter_size 0.286 0.9392
  1857. 045B: draw_text_2numbers 415.00 322.0 GXT '100PC4' numbers $Collected_Horshoes 50
  1858. end
  1859.  
  1860. if
  1861. $Collected_Oysters < 50
  1862. then
  1863. 0343: set_text_draw_linewidth 800.0
  1864. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1865. 0340: set_text_draw_RGBA 0 194 224 255
  1866. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1867. 033F: set_text_draw_letter_size 0.286 0.9392
  1868. 045B: draw_text_2numbers 415.00 332.0 GXT '100PC5' numbers $Collected_Oysters 50
  1869. end
  1870.  
  1871. if
  1872. $Mission_Taxi_Passed == 0
  1873. then
  1874. 0343: set_text_draw_linewidth 800.0
  1875. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1876. 0340: set_text_draw_RGBA 0 172 273 241
  1877. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1878. 033F: set_text_draw_letter_size 0.286 0.9392
  1879. 045B: draw_text_2numbers 415.00 342.0 GXT '100PC6' numbers $Total_Passengers_DroppedOff 50
  1880. end
  1881.  
  1882. if
  1883. $Mission_Vigilante_Passed == 0
  1884. then
  1885. 0652: 0@ = integer_stat 157
  1886. 0343: set_text_draw_linewidth 800.0
  1887. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1888. 0340: set_text_draw_RGBA 0 172 273 241
  1889. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1890. 033F: set_text_draw_letter_size 0.286 0.9392
  1891. 045B: draw_text_2numbers 415.00 352.0 GXT '100PC7' numbers 0@ 12
  1892. end
  1893.  
  1894. if
  1895. $8213 < 13
  1896. then
  1897. 0343: set_text_draw_linewidth 800.0
  1898. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1899. 0340: set_text_draw_RGBA 0 172 273 241
  1900. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1901. 033F: set_text_draw_letter_size 0.286 0.9392
  1902. 045B: draw_text_2numbers 415.00 362.0 GXT '100PC8' numbers $8213 12
  1903. end
  1904.  
  1905. if
  1906. $Mission_Pimping_Passed == 0
  1907. then
  1908. 0652: 57@(31@,1i) = integer_stat 210 //Pimping level
  1909. 0343: set_text_draw_linewidth 800.0
  1910. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1911. 0340: set_text_draw_RGBA 0 172 273 241
  1912. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1913. 033F: set_text_draw_letter_size 0.286 0.9392
  1914. 045B: draw_text_2numbers 415.00 372.0 GXT '100PC9' numbers 57@(31@,1i) 10
  1915. end
  1916.  
  1917. if
  1918. not $Paramedic_Mission_Level == 13
  1919. then
  1920. 0343: set_text_draw_linewidth 800.0
  1921. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1922. 0340: set_text_draw_RGBA 0 172 273 241
  1923. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1924. 033F: set_text_draw_letter_size 0.286 0.9392
  1925. 045B: draw_text_2numbers 415.00 382.0 GXT '100PC10' numbers $Paramedic_Mission_Level 13
  1926. end
  1927.  
  1928. if
  1929. $8239 == 0
  1930. then
  1931. 0343: set_text_draw_linewidth 800.0
  1932. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1933. 0340: set_text_draw_RGBA 0 194 224 255
  1934. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1935. 033F: set_text_draw_letter_size 0.286 0.9392
  1936. 045A: draw_text_1numbers 415.00 392.0 GXT '100PC11' numbers 2
  1937. end
  1938.  
  1939. if
  1940. $Mission_BMX_Stunt_Passed == 0
  1941. then
  1942. 0343: set_text_draw_linewidth 800.0
  1943. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1944. 0340: set_text_draw_RGBA 48 143 122 255
  1945. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1946. 033F: set_text_draw_letter_size 0.286 0.9392
  1947. 045B: draw_text_2numbers 415.00 402.0 GXT '100PC12' numbers $Mission_BMX_Stunt_Passed 1
  1948. end
  1949.  
  1950. if
  1951. $Mission_Chiliad_Challenge_Passed == 0
  1952. then
  1953. 0343: set_text_draw_linewidth 800.0
  1954. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1955. 0340: set_text_draw_RGBA 48 143 122 255
  1956. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1957. 033F: set_text_draw_letter_size 0.286 0.9392
  1958. 045A: draw_text_1numbers 415.00 412.0 GXT '100PC13' numbers 3
  1959. end
  1960.  
  1961. if
  1962. $Mission_NRG500_Stunt_Passed == 0
  1963. then
  1964. 0343: set_text_draw_linewidth 800.0
  1965. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1966. 0340: set_text_draw_RGBA 48 143 122 255
  1967. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1968. 033F: set_text_draw_letter_size 0.286 0.9392
  1969. 045B: draw_text_2numbers 415.00 422.0 GXT '100PC14' numbers $Mission_NRG500_Stunt_Passed 1
  1970. end
  1971.  
  1972. if or
  1973. $Mission_BloodRing_Passed == 0
  1974. $Mission_Kickstart_Passed == 0
  1975. $Races_Won[26] == 0
  1976. $Races_Won[25] == 0
  1977. then
  1978. 0343: set_text_draw_linewidth 800.0
  1979. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1980. 0340: set_text_draw_RGBA 48 143 122 255
  1981. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1982. 033F: set_text_draw_letter_size 0.286 0.9392
  1983. 045A: draw_text_1numbers 525.00 292.0 GXT '100PC15' numbers 4
  1984. end
  1985.  
  1986. if or
  1987. $8153 == 0
  1988. $8154 == 0
  1989. $8158 == 0
  1990. then
  1991. 0343: set_text_draw_linewidth 800.0
  1992. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  1993. 0340: set_text_draw_RGBA 0 194 224 255
  1994. 081C: draw_text_outline 1 RGBA 0 0 0 255
  1995. 033F: set_text_draw_letter_size 0.286 0.9392
  1996. 045A: draw_text_1numbers 525.00 302.0 GXT '100PC16' numbers 3
  1997. end
  1998.  
  1999. if
  2000. $1861 < 4
  2001. then
  2002. 0652: 58@(31@,1i) = integer_stat 174
  2003. 0343: set_text_draw_linewidth 800.0
  2004. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2005. 0340: set_text_draw_RGBA 0 194 224 255
  2006. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2007. 033F: set_text_draw_letter_size 0.286 0.9392
  2008. 045B: draw_text_2numbers 525.00 312.0 GXT '100PC17' numbers 58@(31@,1i) 4
  2009. end
  2010.  
  2011. if or
  2012. $Mission_Driving_School_Passed == 0 //bike
  2013. $Mission_Boat_School_Passed == 0 //boat
  2014. $Mission_Back_to_School_Passed == 0 //car
  2015. $Mission_Learning_to_Fly_Passed = 0 //fly
  2016. then
  2017. 0343: set_text_draw_linewidth 800.0
  2018. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2019. 0340: set_text_draw_RGBA 0 194 224 255
  2020. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2021. 033F: set_text_draw_letter_size 0.286 0.9392
  2022. 045A: draw_text_1numbers 525.00 322.0 GXT '100PC18' numbers 4
  2023. end
  2024.  
  2025. if
  2026. $Trucking_Total_Passed_Missions < 8
  2027. then
  2028. 0343: set_text_draw_linewidth 800.0
  2029. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2030. 0340: set_text_draw_RGBA 0 194 224 255
  2031. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2032. 033F: set_text_draw_letter_size 0.286 0.9392
  2033. 045B: draw_text_2numbers 525.00 332.0 GXT '100PC19' numbers $Trucking_Total_Passed_Missions 8
  2034. end
  2035.  
  2036. 0652: 59@(31@,1i) = integer_stat 175
  2037. if
  2038. 59@(31@,1i) < 25
  2039. then
  2040. 0343: set_text_draw_linewidth 800.0
  2041. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2042. 0340: set_text_draw_RGBA 0 194 224 255
  2043. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2044. 033F: set_text_draw_letter_size 0.286 0.9392
  2045. 045A: draw_text_1numbers 525.00 342.0 GXT '100PC20' numbers 5
  2046. end
  2047.  
  2048. if
  2049. $Mission_Quarry_Passed == 0
  2050. then
  2051. 0343: set_text_draw_linewidth 800.0
  2052. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2053. 0340: set_text_draw_RGBA 0 194 224 255
  2054. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2055. 033F: set_text_draw_letter_size 0.286 0.9392
  2056. 045B: draw_text_2numbers 525.00 352.0 GXT '100PC21' numbers $Quarry_Missions_Passed 7
  2057. end
  2058.  
  2059. if
  2060. $Mission_Courier_LS_Passed == 0
  2061. then
  2062. 0343: set_text_draw_linewidth 800.0
  2063. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2064. 0340: set_text_draw_RGBA 128 0 255 255
  2065. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2066. 033F: set_text_draw_letter_size 0.286 0.9392
  2067. 045B: draw_text_2numbers 525.00 362.0 GXT '100PC22' numbers $Mission_Courier_LS_Passed 1
  2068. end
  2069.  
  2070. if
  2071. $Mission_Courier_SF_Passed == 0
  2072. then
  2073. 0343: set_text_draw_linewidth 800.0
  2074. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2075. 0340: set_text_draw_RGBA 128 0 255 255
  2076. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2077. 033F: set_text_draw_letter_size 0.286 0.9392
  2078. 045B: draw_text_2numbers 525.00 372.0 GXT '100PC23' numbers $Mission_Courier_SF_Passed 1
  2079. end
  2080.  
  2081. if
  2082. $Mission_Courier_LV_Passed == 0
  2083. then
  2084. 0343: set_text_draw_linewidth 800.0
  2085. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2086. 0340: set_text_draw_RGBA 128 0 255 255
  2087. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2088. 033F: set_text_draw_letter_size 0.286 0.9392
  2089. 045B: draw_text_2numbers 525.00 382.0 GXT '100PC24' numbers $Mission_Courier_LV_Passed 1
  2090. end
  2091.  
  2092. if
  2093. $All_Races_Won_Prize_Flag == 0
  2094. then
  2095. 0343: set_text_draw_linewidth 800.0
  2096. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2097. 0340: set_text_draw_RGBA 0 194 224 255
  2098. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2099. 033F: set_text_draw_letter_size 0.286 0.9392
  2100. 045A: draw_text_1numbers 525.00 392.0 GXT '100PC25' numbers 22
  2101. end
  2102.  
  2103. if
  2104. $All_Cars_Collected_Flag == 0
  2105. then
  2106. 0343: set_text_draw_linewidth 800.0
  2107. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2108. 0340: set_text_draw_RGBA 0 194 224 255
  2109. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2110. 033F: set_text_draw_letter_size 0.286 0.9392
  2111. 045A: draw_text_1numbers 525.00 402.0 GXT '100PC26' numbers 3
  2112. end
  2113.  
  2114. if
  2115. $Riot_Total_Passed_Missions < 5//missions
  2116. then
  2117. 0343: set_text_draw_linewidth 800.0
  2118. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2119. 0340: set_text_draw_RGBA 0 194 224 255
  2120. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2121. 033F: set_text_draw_letter_size 0.286 0.9392
  2122. 045A: draw_text_1numbers 525.00 412.0 GXT '100PC27' numbers 96
  2123. end
  2124.  
  2125. 0A8D: 63@(31@,1f) = read_memory 0xA4A61C size 4 virtual_protect 0
  2126. if
  2127. 63@(31@,1f) < 100.0
  2128. then
  2129. 0A8D: 64@(31@,1f) = read_memory 0xA4A61C size 4 virtual_protect 0
  2130. 0A8D: 65@(31@,1f) = read_memory 0xA4A61C size 4 virtual_protect 0
  2131. 0092: 65@(31@,1i) = float 65@(31@,1f) to_integer
  2132. 0093: 66@(31@,1f) = integer 65@(31@,1i) to_float
  2133. 64@(31@,1f) -= 66@(31@,1f)
  2134. 64@(31@,1f) *= 100.0
  2135. 0092: 64@(31@,1i) = float 64@(31@,1f) to_integer
  2136. 0343: set_text_draw_linewidth 800.0
  2137. 060D: draw_text_shadow 0 color_RGBA 0 0 0 255
  2138. 0340: set_text_draw_RGBA 85 122 192 255
  2139. 081C: draw_text_outline 1 RGBA 0 0 0 255
  2140. 033F: set_text_draw_letter_size 0.286 0.9392
  2141. 045B: draw_text_2numbers 525.00 422.0 GXT '100PC28' numbers 65@(31@,1i) 64@(31@,1i)
  2142. 03E3: set_texture_to_be_drawn_antialiased 1
  2143. 038D: draw_texture 108 position 520.00 360.0 scale 230.0 158.00 RGBA 255 255 255 198
  2144. end
  2145. return
  2146.  
  2147. :clock
  2148. 03F0: enable_text_draw 1
  2149. 03E3: set_texture_to_be_drawn_antialiased 1
  2150. 038D: draw_texture 109 position 360.00 400.0 size 64.0 64.0 RGBA 255 255 255 198 // base
  2151. 00BF: 67@(31@,1i) = current_time_hours, 68@(31@,1i) = current_time_minutes
  2152. 0093: 67@(31@,1f) = integer 67@(31@,1i) to_float
  2153. 0093: 68@(31@,1f) = integer 68@(31@,1i) to_float
  2154. 0087: 69@(31@,1f) = 68@(31@,1f) // (float)
  2155.  
  2156. 67@(31@,1f) *= 30.0
  2157. 69@(31@,1f) /= 2.0
  2158. 005B: 67@(31@,1f) += 69@(31@,1i) // (float)
  2159. 68@(31@,1f) *= 6.0
  2160.  
  2161. 074B: draw_texture 111 position 360.00 400.0 scale 4.0 64.0 angle 67@(31@,1i) color_RGBA 255 255 255 198 // hour
  2162. 074B: draw_texture 112 position 359.50 399.0 scale 4.0 64.0 angle 68@(31@,1i) color_RGBA 255 255 255 198 // minutes
  2163. return
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