Guest User

Untitled

a guest
Feb 13th, 2017
184
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.18 KB | None | 0 0
  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
  2. {$CLEO .cs}
  3.  
  4. //-------------MAIN---------------
  5. 0662: printstring "SYSTEMAIN.3DN.RU"
  6.  
  7. :NONAME_20
  8. wait 0
  9. if
  10. Player.Defined($PLAYER_CHAR)
  11. else_jump @NONAME_20
  12. 05AA: 0@s = 'SKIN' // @s = 'short'
  13. if
  14. 0AB1: call_scm_func @NONAME_2166 2 0@ 1@
  15. else_jump @NONAME_20
  16. 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 0
  17. 018C: play_sound 1056 at 0.0 0.0 0.0
  18. gosub @NONAME_2516
  19. 00BC: show_text_highpriority GXT '6CLOWN' time 3000 flag 1
  20. 0@ = 0
  21. 1@ = 0
  22. 2@ = 0
  23. 4@ = 0
  24. 02A3: enable_widescreen 1
  25. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  26. 0A8D: 3@ = read_memory 11990512 size 4 virtual_protect 0
  27. 3@ += 1432
  28. 0A8C: write_memory 3@ size 1 value 1 virtual_protect 0
  29.  
  30. :NONAME_203
  31. 01E3: show_text_1number_styled GXT 'NUMBER' number 0@ time 10 style 5
  32. wait 10
  33. if
  34. Actor.Dead($PLAYER_ACTOR)
  35. else_jump @NONAME_248
  36. jump @NONAME_1225
  37.  
  38. :NONAME_248
  39. if
  40. 00E1: player 0 pressed_key 15
  41. else_jump @NONAME_272
  42. jump @NONAME_1225
  43.  
  44. :NONAME_272
  45. if
  46. 0AB0: key_pressed 48
  47. else_jump @NONAME_301
  48. 1@ = 0
  49. jump @NONAME_591
  50.  
  51. :NONAME_301
  52. if
  53. 0AB0: key_pressed 49
  54. else_jump @NONAME_330
  55. 1@ = 1
  56. jump @NONAME_591
  57.  
  58. :NONAME_330
  59. if
  60. 0AB0: key_pressed 50
  61. else_jump @NONAME_359
  62. 1@ = 2
  63. jump @NONAME_591
  64.  
  65. :NONAME_359
  66. if
  67. 0AB0: key_pressed 51
  68. else_jump @NONAME_388
  69. 1@ = 3
  70. jump @NONAME_591
  71.  
  72. :NONAME_388
  73. if
  74. 0AB0: key_pressed 52
  75. else_jump @NONAME_417
  76. 1@ = 4
  77. jump @NONAME_591
  78.  
  79. :NONAME_417
  80. if
  81. 0AB0: key_pressed 53
  82. else_jump @NONAME_446
  83. 1@ = 5
  84. jump @NONAME_591
  85.  
  86. :NONAME_446
  87. if
  88. 0AB0: key_pressed 54
  89. else_jump @NONAME_475
  90. 1@ = 6
  91. jump @NONAME_591
  92.  
  93. :NONAME_475
  94. if
  95. 0AB0: key_pressed 55
  96. else_jump @NONAME_504
  97. 1@ = 7
  98. jump @NONAME_591
  99.  
  100. :NONAME_504
  101. if
  102. 0AB0: key_pressed 56
  103. else_jump @NONAME_533
  104. 1@ = 8
  105. jump @NONAME_591
  106.  
  107. :NONAME_533
  108. if
  109. 0AB0: key_pressed 57
  110. else_jump @NONAME_562
  111. 1@ = 9
  112. jump @NONAME_591
  113.  
  114. :NONAME_562
  115. if
  116. 0AB0: key_pressed 16
  117. else_jump @NONAME_584
  118. jump @NONAME_655
  119.  
  120. :NONAME_584
  121. jump @NONAME_203
  122.  
  123. :NONAME_591
  124. 2@ += 1
  125. 0@ *= 10
  126. 005A: 0@ += 1@ // (int)
  127. 01E3: show_text_1number_styled GXT 'NUMBER' number 0@ time 250 style 5
  128. wait 250
  129. if
  130. 2@ == 3
  131. else_jump @NONAME_203
  132.  
  133. :NONAME_655
  134. if and
  135. 0@ >= 0
  136. 317 >= 0@
  137. else_jump @NONAME_1225
  138. if
  139. 0@ == 300
  140. else_jump @NONAME_707
  141. jump @NONAME_2101
  142.  
  143. :NONAME_707
  144. if
  145. 0@ == 301
  146. else_jump @NONAME_733
  147. jump @NONAME_2070
  148.  
  149. :NONAME_733
  150. if
  151. 0@ == 302
  152. else_jump @NONAME_759
  153. jump @NONAME_2039
  154.  
  155. :NONAME_759
  156. if
  157. 0@ == 303
  158. else_jump @NONAME_785
  159. jump @NONAME_1977
  160.  
  161. :NONAME_785
  162. if
  163. 0@ == 304
  164. else_jump @NONAME_811
  165. jump @NONAME_1822
  166.  
  167. :NONAME_811
  168. if
  169. 0@ == 305
  170. else_jump @NONAME_837
  171. jump @NONAME_1791
  172.  
  173. :NONAME_837
  174. if
  175. 0@ == 306
  176. else_jump @NONAME_863
  177. jump @NONAME_1760
  178.  
  179. :NONAME_863
  180. if
  181. 0@ == 307
  182. else_jump @NONAME_889
  183. jump @NONAME_1729
  184.  
  185. :NONAME_889
  186. if
  187. 0@ == 308
  188. else_jump @NONAME_915
  189. jump @NONAME_1667
  190.  
  191. :NONAME_915
  192. if
  193. 0@ == 309
  194. else_jump @NONAME_941
  195. jump @NONAME_1636
  196.  
  197. :NONAME_941
  198. if
  199. 0@ == 310
  200. else_jump @NONAME_967
  201. jump @NONAME_1884
  202.  
  203. :NONAME_967
  204. if
  205. 0@ == 311
  206. else_jump @NONAME_993
  207. jump @NONAME_1915
  208.  
  209. :NONAME_993
  210. if
  211. 0@ == 312
  212. else_jump @NONAME_1019
  213. jump @NONAME_1450
  214.  
  215. :NONAME_1019
  216. if
  217. 0@ == 313
  218. else_jump @NONAME_1045
  219. jump @NONAME_1512
  220.  
  221. :NONAME_1045
  222. if
  223. 0@ == 314
  224. else_jump @NONAME_1071
  225. jump @NONAME_1574
  226.  
  227. :NONAME_1071
  228. if
  229. 0@ == 315
  230. else_jump @NONAME_1097
  231. jump @NONAME_1419
  232.  
  233. :NONAME_1097
  234. if
  235. 0@ == 316
  236. else_jump @NONAME_1123
  237. jump @NONAME_1388
  238.  
  239. :NONAME_1123
  240. if
  241. 0@ == 317
  242. else_jump @NONAME_1149
  243. jump @NONAME_1357
  244.  
  245. :NONAME_1149
  246. Model.Load(0@)
  247. wait 250
  248.  
  249. :NONAME_1159
  250. wait 0
  251. if
  252. Model.Available(0@)
  253. else_jump @NONAME_1159
  254.  
  255. :NONAME_1179
  256. wait 0
  257. 09C7: change_player $PLAYER_CHAR model_to 0@
  258. if
  259. 4@ == 1
  260. else_jump @NONAME_1220
  261. 0296: unload_special_actor 1
  262. jump @NONAME_1225
  263.  
  264. :NONAME_1220
  265. Model.Destroy(0@)
  266.  
  267. :NONAME_1225
  268. 00BE: text_clear_all
  269. 0A8C: write_memory 3@ size 1 value 0 virtual_protect 0
  270. 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
  271. 02A3: enable_widescreen 0
  272. 018C: play_sound 1057 at 0.0 0.0 0.0
  273. wait 1000
  274. 07CC: set_player $PLAYER_CHAR can_enter_exit_vehicles 1
  275. gosub @NONAME_2635
  276. jump @NONAME_20
  277. wait 0
  278. 023C: load_special_actor 'SFPDM2' as 1 // models 290-299
  279. 038B: load_requested_models
  280. wait 250
  281. jump @NONAME_2125
  282. wait 0
  283. 023C: load_special_actor 'LVPDM2' as 1 // models 290-299
  284. 038B: load_requested_models
  285. wait 250
  286. jump @NONAME_2125
  287.  
  288. :NONAME_1357
  289. wait 0
  290. 023C: load_special_actor 'CDEPUT' as 1 // models 290-299
  291. 038B: load_requested_models
  292. wait 250
  293. jump @NONAME_2125
  294.  
  295. :NONAME_1388
  296. wait 0
  297. 023C: load_special_actor 'LVPDM1' as 1 // models 290-299
  298. 038B: load_requested_models
  299. wait 250
  300. jump @NONAME_2125
  301.  
  302. :NONAME_1419
  303. wait 0
  304. 023C: load_special_actor 'SFPDM1' as 1 // models 290-299
  305. 038B: load_requested_models
  306. wait 250
  307. jump @NONAME_2125
  308.  
  309. :NONAME_1450
  310. wait 0
  311. 023C: load_special_actor 'GUNGRL1' as 1 // models 290-299
  312. 038B: load_requested_models
  313. wait 250
  314. jump @NONAME_2125
  315. wait 0
  316. 023C: load_special_actor 'GUNGRL3' as 1 // models 290-299
  317. 038B: load_requested_models
  318. wait 250
  319. jump @NONAME_2125
  320.  
  321. :NONAME_1512
  322. wait 0
  323. 023C: load_special_actor 'MECGRL1' as 1 // models 290-299
  324. 038B: load_requested_models
  325. wait 250
  326. jump @NONAME_2125
  327. wait 0
  328. 023C: load_special_actor 'MECGRL3' as 1 // models 290-299
  329. 038B: load_requested_models
  330. wait 250
  331. jump @NONAME_2125
  332.  
  333. :NONAME_1574
  334. wait 0
  335. 023C: load_special_actor 'NURGRL1' as 1 // models 290-299
  336. 038B: load_requested_models
  337. wait 250
  338. jump @NONAME_2125
  339. wait 0
  340. 023C: load_special_actor 'NURGRL3' as 1 // models 290-299
  341. 038B: load_requested_models
  342. wait 250
  343. jump @NONAME_2125
  344.  
  345. :NONAME_1636
  346. wait 0
  347. 023C: load_special_actor 'SUZIE' as 1 // models 290-299
  348. 038B: load_requested_models
  349. wait 250
  350. jump @NONAME_2125
  351.  
  352. :NONAME_1667
  353. wait 0
  354. 023C: load_special_actor 'SMOKEV' as 1 // models 290-299
  355. 038B: load_requested_models
  356. wait 250
  357. jump @NONAME_2125
  358. wait 0
  359. 023C: load_special_actor 'RYDER2' as 1 // models 290-299
  360. 038B: load_requested_models
  361. wait 250
  362. jump @NONAME_2125
  363.  
  364. :NONAME_1729
  365. wait 0
  366. 023C: load_special_actor 'RYDER3' as 1 // models 290-299
  367. 038B: load_requested_models
  368. wait 250
  369. jump @NONAME_2125
  370.  
  371. :NONAME_1760
  372. wait 0
  373. 023C: load_special_actor 'KENDL' as 1 // models 290-299
  374. 038B: load_requested_models
  375. wait 250
  376. jump @NONAME_2125
  377.  
  378. :NONAME_1791
  379. wait 0
  380. 023C: load_special_actor 'JANITOR' as 1 // models 290-299
  381. 038B: load_requested_models
  382. wait 250
  383. jump @NONAME_2125
  384.  
  385. :NONAME_1822
  386. wait 0
  387. 023C: load_special_actor 'EMMET' as 1 // models 290-299
  388. 038B: load_requested_models
  389. wait 250
  390. jump @NONAME_2125
  391. wait 0
  392. 023C: load_special_actor 'CROGRL3' as 1 // models 290-299
  393. 038B: load_requested_models
  394. wait 250
  395. jump @NONAME_2125
  396.  
  397. :NONAME_1884
  398. wait 0
  399. 023C: load_special_actor 'CROGRL1' as 1 // models 290-299
  400. 038B: load_requested_models
  401. wait 250
  402. jump @NONAME_2125
  403.  
  404. :NONAME_1915
  405. wait 0
  406. 023C: load_special_actor 'GANGRL1' as 1 // models 290-299
  407. 038B: load_requested_models
  408. wait 250
  409. jump @NONAME_2125
  410. wait 0
  411. 023C: load_special_actor 'GANGRL3' as 1 // models 290-299
  412. 038B: load_requested_models
  413. wait 250
  414. jump @NONAME_2125
  415.  
  416. :NONAME_1977
  417. wait 0
  418. 023C: load_special_actor 'COPGRL1' as 1 // models 290-299
  419. 038B: load_requested_models
  420. wait 250
  421. jump @NONAME_2125
  422. wait 0
  423. 023C: load_special_actor 'COPGRL2' as 1 // models 290-299
  424. 038B: load_requested_models
  425. wait 250
  426. jump @NONAME_2125
  427.  
  428. :NONAME_2039
  429. wait 0
  430. 023C: load_special_actor 'BB' as 1 // models 290-299
  431. 038B: load_requested_models
  432. wait 250
  433. jump @NONAME_2125
  434.  
  435. :NONAME_2070
  436. wait 0
  437. 023C: load_special_actor 'BBTHIN' as 1 // models 290-299
  438. 038B: load_requested_models
  439. wait 250
  440. jump @NONAME_2125
  441.  
  442. :NONAME_2101
  443. wait 0
  444. 023C: load_special_actor 'ANDRE' as 1 // models 290-299
  445. 038B: load_requested_models
  446. wait 250
  447.  
  448. :NONAME_2125
  449. wait 0
  450. if
  451. 023D: special_actor 1 loaded
  452. else_jump @NONAME_2125
  453. 0@ = 290
  454. 4@ = 1
  455. jump @NONAME_1179
  456.  
  457. :NONAME_2166
  458. if
  459. 0AA9: is_game_version_original
  460. else_jump @NONAME_2206
  461. 10@ = 9867536
  462. 11@ = 10783072
  463. jump @NONAME_2226
  464.  
  465. :NONAME_2206
  466. 10@ = 9877392
  467. 11@ = 10792928
  468.  
  469. :NONAME_2226
  470. 0A9F: 4@ = current_thread_pointer
  471. 0A8E: 5@ = 4@ + 220 // int
  472. 0A8D: 5@ = read_memory 5@ size 1 virtual_protect 0
  473. if
  474. 5@ == 1
  475. else_jump @NONAME_2287
  476. 0085: 4@ = 11@ // (int)
  477. jump @NONAME_2294
  478.  
  479. :NONAME_2287
  480. 4@ += 60
  481.  
  482. :NONAME_2294
  483. 6@ = 0
  484.  
  485. :NONAME_2301
  486. 0A8D: 5@ = read_memory 4@ size 1 virtual_protect 0
  487. if and
  488. 5@ > 0
  489. not 6@ >= 16
  490. else_jump @NONAME_2359
  491. 4@ += 1
  492. 6@ += 1
  493. jump @NONAME_2366
  494.  
  495. :NONAME_2359
  496. jump @NONAME_2373
  497.  
  498. :NONAME_2366
  499. jump @NONAME_2301
  500.  
  501. :NONAME_2373
  502. 0085: 8@ = 10@ // (int)
  503.  
  504. :NONAME_2381
  505. 6@ > 0
  506. else_jump @NONAME_2498
  507. 4@ -= 1
  508. 6@ -= 1
  509. 0A8D: 5@ = read_memory 4@ size 1 virtual_protect 0
  510. if
  511. 5@ > 90
  512. else_jump @NONAME_2446
  513. 5@ -= 32
  514.  
  515. :NONAME_2446
  516. 0A8D: 7@ = read_memory 8@ size 1 virtual_protect 0
  517. 8@ += 1
  518. if
  519. 803B: not 5@ == 7@ // (int)
  520. else_jump @NONAME_2491
  521. 059A: return_false
  522. 0AB2: ret 0
  523.  
  524. :NONAME_2491
  525. jump @NONAME_2381
  526.  
  527. :NONAME_2498
  528. 0A8C: write_memory 10@ size 1 value 0 virtual_protect 0
  529. 0485: return_true
  530. 0AB2: ret 0
  531.  
  532. :NONAME_2516
  533. 0A9F: 1@ = current_thread_pointer
  534. 1@ += 16
  535. 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
  536. 1@ -= -2607
  537. 1@ += 3
  538. 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 1@ 0@
  539. 1@ += 12
  540. 0AA5: call 7439872 num_params 2 pop 2 0@ 1@
  541. return
  542. 0900: clear_object '6CLOWN' last_weapon_damage
  543. 0900: clear_object "CHANGE SKIN" last_weapon_damage
  544. 0000: NOP
  545.  
  546. :NONAME_2635
  547. 0A9F: 1@ = current_thread_pointer
  548. 1@ += 16
  549. 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
  550. 1@ -= -2726
  551. 1@ += 3
  552. 0AA8: call_function_method 6946896 struct 12694336 num_params 1 pop 0 1@ 0@
  553. 1@ += 12
  554. 0AA5: call 7439872 num_params 2 pop 2 0@ 1@
  555. return
  556. 0900: clear_object '6CLOWN' last_weapon_damage
  557. 0900: clear_object "CLOWN" last_weapon_damage
  558. 0000: NOP
Advertisement
Add Comment
Please, Sign In to add comment