Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- {$CLEO}
- 0000: NOP
- repeat
- wait 50
- until 0AFA: is_samp_available
- 0B34: samp register_client_command "oy" to_label @ofyellow
- 0B34: samp register_client_command "or" to_label @ofred
- 0B34: samp register_client_command "ob" to_label @ofblue
- 0B34: samp register_client_command "ov" to_label @ofviolet
- 0B34: samp register_client_command "og" to_label @ofgreen
- 0B34: samp register_client_command "ow" to_label @ofwhite
- 0B34: samp register_client_command "oreset" to_label @oreset
- 0B34: samp register_client_command "otog" to_label @otog
- 0B34: samp register_client_command "ohelp" to_label @ohelp
- 7@ = 0
- 9@ = 0
- :First
- wait 0
- if
- 0118: actor $PLAYER_ACTOR dead
- then
- jump @First
- end
- if
- 056D: actor $PLAYER_ACTOR defined
- jf @First
- 30@ = 0
- 0B12: 9@ = 9@ XOR 1
- 0085: 8@ = 9@
- if
- 7@ == 1
- then
- jump @First
- end
- if 1@ == 1
- then
- 0AB1: @Find_object 4 Object number 11@ Display_offset 30@ Color 0xF7F694 blinkingStatus 8@ _returnedBlinking 8@
- 30@ += 43
- end
- if 2@ == 1
- then
- 0AB1: @Find_object 4 Object number 12@ Display_offset 30@ Color 0xFF4800 blinkingStatus 8@ _returnedBlinking 8@
- 30@ += 43
- end
- if 3@ == 1
- then
- 0AB1: @Find_object 4 Object number 13@ Display_offset 30@ Color 0x00C8FF blinkingStatus 8@ _returnedBlinking 8@
- 30@ += 43
- end
- if 4@ == 1
- then
- 0AB1: @Find_object 4 Object number 14@ Display_offset 30@ Color 0xD900FF blinkingStatus 8@ _returnedBlinking 8@
- 30@ += 43
- end
- if 5@ == 1
- then
- 0AB1: @Find_object 4 Object number 15@ Display_offset 30@ Color 0x1EFF00 blinkingStatus 8@ _returnedBlinking 8@
- 30@ += 43
- end
- if 6@ == 1
- then
- 0AB1: @Find_object 4 Object number 16@ Display_offset 30@ Color 0xFFFFFF blinkingStatus 8@ _returnedBlinking 8@
- 30@ += 43
- end
- jump @First
- :ofyellow
- wait 0
- 0B35: samp 29@ = get_last_command_params //
- if 0AD4: 31@ = scan_string 29@ format "%d" 11@
- then
- 1@ = 1
- else
- 1@ = 0
- end
- samp.CmdRet
- :ofred
- wait 0
- 0B35: samp 29@ = get_last_command_params //
- if 0AD4: 31@ = scan_string 29@ format "%d" 12@
- then
- 2@ = 1
- else
- 2@ = 0
- end
- samp.CmdRet
- :ofblue
- wait 0
- 0B35: samp 29@ = get_last_command_params //
- if 0AD4: 31@ = scan_string 29@ format "%d" 13@
- then
- 3@ = 1
- else
- 3@ = 0
- end
- samp.CmdRet
- :ofviolet
- wait 0
- 0B35: samp 29@ = get_last_command_params //
- if 0AD4: 31@ = scan_string 29@ format "%d" 14@
- then
- 4@ = 1
- else
- 4@ = 0
- end
- samp.CmdRet
- :ofgreen
- wait 0
- 0B35: samp 29@ = get_last_command_params //
- if 0AD4: 31@ = scan_string 29@ format "%d" 15@
- then
- 5@ = 1
- else
- 5@ = 0
- end
- samp.CmdRet
- :ofwhite
- wait 0
- 0B35: samp 29@ = get_last_command_params //
- if 0AD4: 31@ = scan_string 29@ format "%d" 16@
- then
- 6@ = 1
- else
- 6@ = 0
- end
- samp.CmdRet
- :oreset
- wait 0
- 1@ = 0
- 2@ = 0
- 3@ = 0
- 4@ = 0
- 5@ = 0
- 6@ = 0
- samp.CmdRet
- :otog
- wait 0
- 0B12: 7@ = 7@ XOR 1
- samp.CmdRet
- :ohelp
- wait 0
- 0AF8: samp add_message_to_chat "{F7F694}o{FF4800}b{00C8FF}j{D900FF}e{1EFF00}c{FFFFFF}t{F7F694}Finder commands:" color 0xFFFFFFFF
- 0AF8: samp add_message_to_chat "{FFFFFF}/oy <modelID> {F7F694}(yellow markers)" color 0xFFFFFFFF
- 0AF8: samp add_message_to_chat "{FFFFFF}/or <modelID> {FF4800}(red markers)" color 0xFFFFFFFF
- 0AF8: samp add_message_to_chat "{FFFFFF}/ob <modelID> {00C8FF}(blue markers)" color 0xFFFFFFFF
- 0AF8: samp add_message_to_chat "{FFFFFF}/ov <modelID> {D900FF}(violet markers)" color 0xFFFFFFFF
- 0AF8: samp add_message_to_chat "{FFFFFF}/og <modelID> {1EFF00}(green markers)" color 0xFFFFFFFF
- 0AF8: samp add_message_to_chat "{FFFFFF}/ow <modelID> {FFFFFF}(white markers)" color 0xFFFFFFFF
- 0AF8: samp add_message_to_chat "{FFFFFF}/oreset {F7F694}(reset current searches)" color 0xFFFFFFFF
- 0AF8: samp add_message_to_chat "{FFFFFF}/otog {F7F694}(tog current searches)" color 0xFFFFFFFF
- samp.CmdRet
- //0AB1: @Find_object 4 Object number 0@ Display_offset y@ Color 2@ blinkingStatus _returnedBlinking 8@
- :Find_object
- 0085: 30@ = 3@ // blinking status
- 06AC: 21@ = actor $PLAYER_ACTOR movement_speed
- if 0021: 21@ > 50.0
- then
- 21@ = 50.0
- end
- 006B: 21@ *= 21@
- 17@ = -0.514
- 0017: 17@ /= 2500.0
- 006B: 17@ *= 21@
- 000B: 17@ += 1.0
- 0B5A: get_screen_resolution 29@ 31@ //int
- 29@ /= 10
- 29@ *= 8
- //31@ /= 2
- 31@ /= 10
- 31@ *= 7
- 005A: 31@ += 1@
- 28@ = 0
- 21@ = 400.0
- 2@ += 0xFF000000
- 0A8D: 16@ = read_memory 0xB7449C size 4 virtual_protect 0
- 000A: 16@ += 0x4
- 0A8D: 16@ = read_memory 16@ size 4 virtual_protect 0
- for 23@ = 0 to 355840 step 0x100 //35584
- 0A8D: 10@ = read_memory 16@ size 1 virtual_protect 0
- 000A: 16@ += 0x1
- if and
- 0029: 10@ >= 0x00
- 001B: 0x80 > 10@
- then
- 005A: 10@ += 23@
- 0984: 11@ = object 10@ model
- if 003B: 11@ == 0@ // (int)
- then
- 03F0: enable_text_draw 1
- 28@ += 1
- if
- 02CC: object 10@ bounding_sphere_visible
- then
- 0B66: render argb 2@ to_a 3@ r 4@ g 5@ b 6@
- 0AB1: @Box_object 6 Object_handle 10@ Red 4@ Green 5@ Blue 6@ Alpha 255 Thickness 90.0
- end
- 0AB1: @DistanceObject 1 Object_handle 10@ _returnedDistance 20@
- if 0025: 21@ > 20@ // (float)
- then
- 0087: 21@ = 20@ // (float)
- 0085: 22@ = 10@ // (int) 22@ = closest object
- end
- 01BB: store_object 10@ position_to 3@ 4@ 5@
- 0B60: convert_game_screen_coords 86.0 383.0 to_window_screen_coords 6@ 7@
- 0AB1: @POSITION_TO_RADAR 7 XYZ 3@ 4@ 5@ RADAR_POS 6@ 7@ DISTANCE_MULTIPLIER 17@ MAX_DISTANCE 130.0 _STORE_TO 3@ 4@
- 0B70: draw_polygon_pos 3@ 4@ size 20 20 corners 50 rotation 0 color 2@
- end
- end
- if 28@ > 14
- then break
- end
- end
- 2@ -= 0xFF000000
- 0AD3: 8@v = format "Model: %d" 0@
- 0AD3: 12@v = format "Number: %d" 28@
- if
- 28@ == 0
- then
- 0D94: draw_text 8@v pos_xy 29@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1
- 31@ += 19
- 0D94: draw_text 12@v pos_xy 29@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1
- else
- 0D94: draw_text 8@v pos_xy 29@ 31@ align_xy 0.0 0.0 color 2@ shadow 1
- 31@ += 19
- 0D94: draw_text 12@v pos_xy 29@ 31@ align_xy 0.0 0.0 color 2@ shadow 1
- 31@ -= 10
- 29@ -= 30
- 01BB: store_object 22@ position_to 3@ 4@ 5@
- 0B60: convert_game_screen_coords 86.0 383.0 to_window_screen_coords 6@ 7@
- 0AB1: @POSITION_TO_RADAR 7 XYZ 3@ 4@ 5@ RADAR_POS 6@ 7@ DISTANCE_MULTIPLIER 17@ MAX_DISTANCE 130.0 _STORE_TO 3@ 4@
- 2@ += 0xFF000000
- if 30@ == 1
- then
- 0B70: draw_polygon_pos 3@ 4@ size 20 20 corners 50 rotation 0 color 0xFFFF3A1C
- else
- 0B70: draw_polygon_pos 3@ 4@ size 20 20 corners 50 rotation 0 color 2@
- end
- end
- 0B12: 30@ = 30@ XOR 1
- 0AB2: ret 1 30@
- //0AB1: @DistanceObject 1 Object_handle 10@
- :DistanceObject
- 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
- 01BB: store_object 0@ position_to 4@ 5@ 6@
- 050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
- 0AB2: ret 1 7@
- //0AB1: @Box_object 6 Object_handle 1@ Red 2@ Green 3@ Blue 4@ Alpha 5@ Thickness 6@
- :Box_object
- 01BB: store_object 0@ position_to 11@ 12@ 13@
- 068D: get_camera_position_to 21@ 22@ 23@
- 050A: 24@ = distance_between_XYZ 11@ 12@ 13@ and_XYZ 21@ 22@ 23@
- if 0021: 24@ > 90.0 //to avoid too small, unnoticable boxes
- then
- 24@ = 90.0
- end
- 25@ = 800.0
- 26@ = 800.0
- 0073: 25@ /= 24@ // (float)
- 0073: 26@ /= 24@
- 0073: 5@ /= 24@
- 0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 11@ Y 12@ Z 13@ store_screen_X_to 14@ Y_to 15@
- 0AB1: @DRAW_OUTLINED_BOX 9 POS 14@ 15@ SIZE 25@ 26@ RGBA 1@ 2@ 3@ 4@ THICKNESS 5@
- 0AB2: ret 0
- //0AB1: @DRAW_OUTLINED_BOX 9 POS 300.0 300.0 SIZE 50.0 50.0 RGBA 255 0 0 255 THICKNESS 0.5
- :DRAW_OUTLINED_BOX
- 0087: 14@ = 8@ // (float)
- 0087: 12@ = 2@ // (float)
- 0087: 13@ = 3@ // (float)
- 12@ /= 2.0 // (float)
- 13@ /= 2.0 // (float)
- 0087: 8@ = 0@ // (float)
- 005B: 8@ += 2@ // (float)
- 0063: 8@ -= 12@ // (float)
- 0087: 9@ = 0@ // (float)
- 0063: 9@ -= 2@ // (float)
- 005B: 9@ += 12@ // (float)
- 0087: 10@ = 1@ // (float)
- 005B: 10@ += 3@ // (float)
- 0063: 10@ -= 13@ // (float)
- 0087: 11@ = 1@ // (float) by OpcodeXe
- 0063: 11@ -= 3@ // (float)
- 005B: 11@ += 13@ // (float)
- 03F0: enable_text_draw 1
- 038E: draw_box_position 8@ 1@ size 14@ 3@ RGBA 4@ 5@ 6@ 7@ // links
- 038E: draw_box_position 9@ 1@ size 14@ 3@ RGBA 4@ 5@ 6@ 7@ // rechts
- 038E: draw_box_position 0@ 10@ size 2@ 14@ RGBA 4@ 5@ 6@ 7@ // oben
- 038E: draw_box_position 0@ 11@ size 2@ 14@ RGBA 4@ 5@ 6@ 7@ // unten
- 0AB2: ret 0
- //0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
- :getScreenXYFrom3DCoords
- 0AA7: call_function 0x70CE30 num_params 6 pop 6 clipNear 1 clipFar 1 yMult 7@s xMult 6@s outVector 2@s inVector 0@s result 29@
- 0073: 2@ /= 6@
- 0073: 2@ /= 4@
- 0073: 3@ /= 7@
- 0073: 3@ /= 4@
- 2@ *= 640.0
- 3@ *= 448.0
- 0AB2: ret 2 2@ 3@
- //0AB1: @POSITION_TO_RADAR 7 XYZ 0.0 0.0 0.0 RADAR_POS 400 400 DISTANCE_MULTIPLIER 1.5 MAX_DISTANCE 300.0 _STORE_TO 1@ 2@
- :POSITION_TO_RADAR
- 04C4: 10@ 11@ 12@ = XYZ $PLAYER_ACTOR 0.0 0.0 0.0
- 050A: 13@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 10@ 11@ 12@
- IF
- 0025: 13@ > 6@
- THEN
- 0087: 13@ = 6@ // (float)
- END
- 006B: 13@ *= 5@
- 0AB1: @getZAngleBetweenPoints 4 from_XY 10@ 11@ and_XY 0@ 1@ store_to 14@
- 14@ *= -1.0
- 0AB1: @getCameraFacingAngle 0 15@
- 005B: 14@ += 15@
- 0093: 3@ = integer 3@ to_float
- 0093: 4@ = integer 4@ to_float
- 0AB1: @makeCordinate 4 posXY 3@ 4@ Z_Angle 14@ Distance 13@ STORE_TO 16@ 17@
- 0092: 16@ = float 16@ to_integer
- 0092: 17@ = float 17@ to_integer
- 0AB2: 2 16@ 17@
- :makeCordinate
- //0@ = radar pos X
- //1@ = radar pos Y
- //2@ = z_angle
- //3@ = Distance
- //10@ = new variable
- 2@ *= -1.0
- //x adjustment
- 02F6: 10@ = sine 2@
- 006B: 10@ *= 3@
- 005B: 0@ += 10@
- //y adjustment
- 02F7: 10@ = cosine 2@
- 006B: 10@ *= 3@
- 0017: 10@ /= 640.0
- 0013: 10@ *= 480.0
- 005B: 1@ += 10@
- 0AB2: 2 0@ 1@
- :getCameraFacingAngle
- 00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
- 0AA6: call_method 0x514970 struct 0xB6F028 num_params 6 pop 0 0xA49994 0xA499A0 3@ 2@ 1@ 20.0
- 0AB1: call_scm_func @getZAngleBetweenPoints 4 from_XY $13 $14 and_XY 1@ 2@ store_to 4@
- 0AB2: 1 4@
- :getZAngleBetweenPoints
- 0063: 0@ -= 2@
- 0063: 1@ -= 3@
- 0604: get_Z_angle_for_point 0@ 1@ store_to 4@
- 0AB2: 1 4@
- //0AB1: @VersionType 0 _returnedValue 1@
- :VersionType
- 0A8D: 0@ = read_memory 5794971 size 4 virtual_protect 0
- if 0@ == 180.0
- then
- 1@ = 1
- else
- 1@ = 0
- end
- 0AB2: 1 1@
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement