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By: a guest on Apr 20th, 2013  |  syntax: None  |  size: 6.35 KB  |  views: 46  |  expires: Never
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  1. {$CLEO .cs}
  2. 0000: NOP
  3. 30@ = 0
  4. while true
  5. wait 0
  6. 0AAA: 25@ = thread 'DSKOOL' pointer
  7. 0AAA: 26@ = thread 'BSKOOL' pointer
  8. if and  //textures
  9.   30@ == 0
  10.   25@ == 0
  11.   26@ == 0
  12.   Actor.Driving($PLAYER_ACTOR)
  13.   //$Active_Interior == 0
  14. 84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
  15. 84A7:   not actor $PLAYER_ACTOR driving_boat
  16.   //80DD: not actor $PLAYER_ACTOR driving_car_with_model #TAXI
  17.   //80DD: not actor $PLAYER_ACTOR driving_car_with_model #CABBIE
  18. then
  19. 03C0: 1@ = actor $PLAYER_ACTOR car
  20. 0390: load_txd_dictionary "SPEED"
  21. 038F: load_texture "STRELK" as 115 // Load dictionary with 0390 first
  22. 038F: load_texture "CIF" as 116 // Load dictionary with 0390 first
  23. 038F: load_texture "CIFN" as 117 // Load dictionary with 0390 first
  24. 038F: load_texture "STRELKN" as 118 // Load dictionary with 0390 first
  25. 30@ = 1
  26. {else
  27. 03F0: enable_text_draw 0
  28. 0391: release_txd_dictionary
  29. 30@ = 0  }
  30. end //textures
  31.  
  32.  
  33. while 30@ == 1
  34. wait 0
  35.     gosub @CutsceneCheck
  36.         gosub @WideScreenCheck
  37. 00BF: 12@ = current_time_hours, 13@ = current_time_minutes
  38. if and
  39. 056E:   car 1@ defined
  40.   29@ == FALSE
  41.   28@ == FALSE
  42.   12@ > 6
  43. then
  44. //02E3: 2@ = car 1@ speed
  45. //2@ *= 4.0
  46. 0AB1: call_scm_func @time 0
  47. 0AB1: call_scm_func @GEAR 0 23@
  48. 03F0: enable_text_draw 1
  49. 03E3: set_texture_to_be_drawn_antialiased 1
  50. 038D: draw_texture 116 position 550.0 360.0 size 191.25 170.0 RGBA 255 255 255 255
  51. 03E3: set_texture_to_be_drawn_antialiased 1
  52. 03E0: draw_text_behind_textures 1
  53. 074B: draw_texture 115 position 550.0 360.0 scale 191.25 170.0 angle 23@ color_RGBA 255 255 255 255
  54. end
  55. if and
  56. 056E:   car 1@ defined
  57.   29@ == FALSE
  58.   28@ == FALSE
  59.   12@ <= 6
  60. then
  61. {02E3: 2@ = car 1@ speed
  62. 2@ *= 4.0}
  63. 0AB1: call_scm_func @time 0
  64. 0AB1: call_scm_func @GEAR 0 23@
  65. 03F0: enable_text_draw 1
  66. 03E3: set_texture_to_be_drawn_antialiased 1
  67. 038D: draw_texture 117 position 550.0 360.0 size 191.25 170.0 RGBA 255 255 255 255
  68. 03E3: set_texture_to_be_drawn_antialiased 1
  69. 03E0: draw_text_behind_textures 1
  70. 074B: draw_texture 118 position 550.0 360.0 scale 191.25 170.0 angle 23@ color_RGBA 255 255 255 255
  71. end    
  72.  
  73. if// or
  74. //30@ == 2
  75. 80DF:   not actor $PLAYER_ACTOR driving
  76. then
  77. 03F0: enable_text_draw 0
  78. wait 1
  79. 0391: release_txd_dictionary
  80. 30@ = 0
  81. end
  82.  
  83. if //or
  84. 0ab0: 192 //~
  85.   //00DD: actor $PLAYER_ACTOR driving_car_with_model #TAXI
  86.   //00DD: actor $PLAYER_ACTOR driving_car_with_model #CABBIE
  87. then
  88. 03F0: enable_text_draw 0
  89. wait 1
  90. 0391: release_txd_dictionary
  91. 30@ = 0
  92. end
  93.  
  94. end//30@ == 1
  95.  
  96. end
  97.  
  98.  
  99. :time
  100. 00BF: 12@ = current_time_hours, 13@ = current_time_minutes
  101. 0349: set_text_draw_font 3
  102. 033F: set_text_draw_letter_size 0.25 0.84
  103. 0348: enable_text_draw_proportional 1
  104. 081C: draw_text_outline 1 RGBA 0 0 0 255
  105. 0340: set_text_draw_RGBA 221 148 32 200
  106. 03E0: draw_text_behind_textures 1
  107. if
  108. 13@ > 9
  109. then
  110. 045B: draw_text_2numbers 540.0 340.0 GXT 'TIME' numbers 12@ 13@  // ~1~:~1~
  111. else
  112. 045B: draw_text_2numbers 540.0 340.0 GXT 'TIME_0' numbers 12@ 13@  // ~1~:~1~
  113. end
  114. 0AB2: ret 0
  115.  
  116.  
  117. :CutsceneCheck
  118. if
  119.     06B9:   cutscene_data_loaded
  120. then
  121.     if
  122.         82E9:   not cutscene_reached_end
  123.     then
  124.         29@ = TRUE
  125.     end
  126. else
  127.     29@ = FALSE
  128. end
  129. return
  130.  
  131. :WideScreenCheck
  132. 0A8D: 27@ = read_memory 0xB6F065 size 4 virtual_protect 0
  133. if
  134.     27@ == 1
  135. then
  136.     28@ = TRUE
  137. else
  138.     28@ = FALSE
  139. end
  140. return
  141.  
  142. :GEAR
  143. if and
  144. 84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
  145. 84A7:   not actor $PLAYER_ACTOR driving_boat
  146.   //80DD: not actor $PLAYER_ACTOR driving_car_with_model #TAXI
  147.   //80DD: not actor $PLAYER_ACTOR driving_car_with_model #CABBIE
  148. Actor.Driving($PLAYER_ACTOR)
  149. then
  150.         03C0: 0@ $player_actor
  151.         0A97: 31@ = car 0@ struct
  152.         0A8E: 30@ = 31@ + 1424 // int
  153.         0A8D: 30@ = read_memory 30@ size 1 virtual_protect 0
  154.         0AA8: call_function_method 0x6D1080 struct 31@ num_params 0 pop 0 29@
  155.         if or
  156.             29@ == 1
  157.             29@ == 2
  158.         then
  159.             if or
  160.                 30@ == 0
  161.                 30@ == 9
  162.             then        
  163.                 0174: 3@ = car 0@ Z_angle
  164.                 if and
  165.                     3@ >= 60.0
  166.                     3@ <= 150.0
  167.                 then
  168.                     0AA7: call_function 0x49D3A0 num_params 0 pop 0 3@ // ??? ????????? 2   WE
  169.                 else
  170.                     if and
  171.                         3@ >= 240.0
  172.                         3@ <= 330.0
  173.                     then
  174.                         0AA7: call_function 0x49D3A0 num_params 0 pop 0 3@ // ??? ????????? 2   WE
  175.                     else
  176.                         0AA7: call_function 0x49D350 num_params 0 pop 0 3@ // ??? ????????? 1   NS
  177.                     end
  178.                 end
  179.                 for 4@ = 8 to 31
  180.                     08C3: clear 3@ bit 4@
  181.                 end  // ???????? ???????: 0 - ???????, 1 - ??????, 2 - ???????
  182.                 if
  183.                     3@ == 0
  184.                 then
  185.                     4@ = 0
  186.                     5@ = 255
  187.                     6@ = 0
  188.                 else
  189.                     if
  190.                         3@ == 1
  191.                     then
  192.                         4@ = 255
  193.                         5@ = 128
  194.                         6@ = 0          
  195.                     else
  196.                         4@ = 255
  197.                         5@ = 0
  198.                         6@ = 0
  199.                     end
  200.                 end              
  201.                                        
  202.                 0AB8: get_vehicle 0@ current_gear_to 2@
  203.                 02E3: 0@ 0@
  204.            
  205.                 0@ *= 3.6
  206.                 0087: 1@ = 0@ // (float)
  207.                 if
  208.                     1@ > 240.0
  209.                 then
  210.                     1@ = 240.0
  211.                 end                                      
  212.                
  213.                 0092: 0@ = float 1@ to_integer
  214.                 0@ *= 1.35
  215.                
  216.                 03F0: enable_text_draw 1
  217.                 0349: set_text_draw_font 3 // 0 2
  218.                 03E4: enable_text_draw_align_right 1
  219.                 0340: set_text_draw_RGBA 4@ 5@ 6@ 255 //0 128 0 255
  220.                 081C: draw_text_outline 1 RGBA 0 0 0 200
  221.                 033F: set_text_draw_letter_size 0.25 0.84  
  222.                 045A: draw_text_1number 567.0 358.0 GXT 'NUMBER' number 2@  // ~1~   ? +14
  223.             end // 30 ==
  224.         end // 29 ==
  225. end
  226. 0AB2: ret 1 1@