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Sep 28th, 2012
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  1. {$CLEO}
  2. 0000:
  3. wait 500
  4. 0A8C: write_memory 0x58147C size 4 value 0x00859524 virtual_protect 1
  5. 0A8C: write_memory 0x58148C size 4 value 0x00859520 virtual_protect 1
  6. 0A8C: write_memory 0x5816A1 size 4 value 0x008599D0 virtual_protect 1 //dist
  7. 0A8C: write_memory 0x580EF0 size 4 value 0x000000BE virtual_protect 1 //alpha
  8.  
  9. 0AB1: call_scm_func @__LabelToOffset 1 label @scaling_ptrs store_to 31@
  10. 0A8E: 30@ = 31@ + 4 // int //31@ - y, 30@ - x
  11. 0A8D: 29@ = read_memory 0x859524 size 4 virtual_protect 1 //y scale
  12. 0017: 29@ /= 2.0
  13. 0A8C: write_memory 31@ size 4 value 29@ virtual_protect 1
  14. 0A8D: 29@ = read_memory 0x859520 size 4 virtual_protect 1 //x scale
  15. 0017: 29@ /= 2.0
  16. 0A8C: write_memory 30@ size 4 value 29@ virtual_protect 1
  17.  
  18.  
  19.  
  20. while true
  21. wait 0
  22. if
  23. not player.Defined($player_char)
  24. then
  25. continue
  26. end
  27.  
  28. if and
  29. 80DF: not actor $PLAYER_ACTOR driving
  30. 8965: not actor $PLAYER_ACTOR swimming
  31. 86B9: not cutscene_data_loaded
  32. 0AB0: key_pressed 80
  33. then
  34. while 0AB0: key_pressed 80
  35. wait 0
  36. end
  37. 0A8C: write_memory 0x58147C size 4 value 31@ virtual_protect 1
  38. 0A8C: write_memory 0x58148C size 4 value 30@ virtual_protect 1
  39. 0A8C: write_memory 0x5816A1 size 4 value 0x00859000 virtual_protect 1
  40. 0A8C: write_memory 0x580EF0 size 4 value 0x000000FF virtual_protect 1 //alpha
  41. 0390: load_txd_dictionary "MOBILE"
  42. 038F: load_texture "MOBILE" as 19 // Load dictionary with 0390 first
  43. 28@ = true
  44. end
  45.  
  46.  
  47. while 28@ == true
  48. wait 0
  49. {for 15@ = 0xA913E8 to 0xA92D68 step 0x44
  50. 15@ += 0x23
  51. 0A8C: write_memory 15@ size 1 value 0 virtual_protect 1
  52. end}
  53. 03F0: enable_text_draw 1
  54. 03E3: set_texture_to_be_drawn_antialiased 1
  55. 038D: draw_texture 19 position 558.00 388.27 size 128.00 195.00 RGBA 255 255 255 255
  56.  
  57. if
  58. 25@ == 0
  59. then
  60. 08D4: 0@ = create_panel_with_title 'DUMMY' position 500.0 305.0 width 90.0 columns 1 interactive 1 background 1 alignment 1
  61. 08DB: set_panel 0@ column 0 header 'DUMMY' data 'hl_opt1' 'hl_opt2' 'hl_opt3' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  62. 25@ = 1
  63. end
  64.  
  65.  
  66. if and
  67. 25@ == 1
  68. 00E1: player 0 pressed_key 16
  69. then
  70. while 00E1: player 0 pressed_key 16
  71. wait 0
  72. 038D: draw_texture 19 position 558.00 388.27 size 128.00 195.00 RGBA 255 255 255 255
  73. end
  74. 08D7: 1@ = panel 0@ active_row
  75. if
  76. 1@ == 0 //Services
  77. then
  78. 08DA: remove_panel 0@
  79. 08D4: 0@ = create_panel_with_title 'DUMMY' position 500.0 305.0 width 90.0 columns 1 interactive 1 background 1 alignment 1
  80. 08DB: set_panel 0@ column 0 header 'DUMMY' data 'hl_air' 'creditd' 'hl_hawk' 'hl_jeep' 'PRTRPS' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  81. 24@ = 1
  82. while 24@ == 1
  83. wait 0
  84. 038D: draw_texture 19 position 558.00 388.27 size 128.00 195.00 RGBA 255 255 255 255
  85.  
  86.  
  87. if and
  88. 24@ == 1
  89. 00E1: player 0 pressed_key 16
  90. then
  91. while 00E1: player 0 pressed_key 16
  92. wait 0
  93. end
  94. 08D7: 1@ = panel 0@ active_row
  95.  
  96. if
  97. 1@ == 0 // Air Support
  98. then
  99. gosub @done
  100. Player.Money($PLAYER_CHAR) += -500
  101. wait 1
  102. 0A8C: write_memory 9867536 size 4 value 1095324243 virtual_protect 0
  103. break
  104. end
  105.  
  106.  
  107. if
  108. 1@ == 1 // Credit [$30000]
  109. then
  110. gosub @done
  111. Player.Money($PLAYER_CHAR) += 30000
  112. wait 90000
  113. Player.Money($PLAYER_CHAR) += -30000
  114. break
  115. end
  116.  
  117. if
  118. 1@ == 2 // Heli Evac
  119. then
  120. gosub @done
  121. Player.Money($PLAYER_CHAR) += -1000
  122. 0A92: create_custom_thread "BlackHawk.s"
  123. break
  124. end
  125.  
  126. if
  127. 1@ == 3 // Jeep Evac
  128. then
  129. gosub @done
  130. Player.Money($PLAYER_CHAR) += -500
  131. 0A92: create_custom_thread "JeepGunner.s"
  132. break
  133. end
  134.  
  135. if
  136. 1@ == 4 // Paratroopers
  137. then
  138. gosub @done
  139. Player.Money($PLAYER_CHAR) += -500
  140. 0A92: create_custom_thread "Paratroopers.s"
  141. break
  142. end
  143.  
  144. {if
  145. 1@ == 5 //
  146. then
  147. gosub @done
  148. Player.Money($PLAYER_CHAR) +=
  149.  
  150. break
  151. end }
  152. end
  153.  
  154.  
  155.  
  156.  
  157.  
  158. if or
  159. 00DF: actor $PLAYER_ACTOR driving
  160. 00E1: player 0 pressed_key 15
  161. 06B9: cutscene_data_loaded
  162. then
  163. while 00E1: player 0 pressed_key 15
  164. wait 0
  165. 038D: draw_texture 19 position 558.00 388.27 size 128.00 195.00 RGBA 255 255 255 255
  166. end
  167. 08DA: remove_panel 0@
  168. 24@ = 0
  169. 25@ = 0
  170. break
  171. end
  172.  
  173. end
  174.  
  175.  
  176. end
  177. if
  178. 1@ == 1 //Orders
  179. then
  180. 08DA: remove_panel 0@
  181. 08D4: 0@ = create_panel_with_title 'DUMMY' position 500.0 305.0 width 90.0 columns 1 interactive 1 background 1 alignment 1
  182. 08DB: set_panel 0@ column 0 header 'DUMMY' data 'sprycnd' 'hl_sprc' 'hl_ammu' 'hl_seas' 'hl_hydr' 'hl_jet' 'hl_rhy' 'hl_hnt' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  183. 24@ = 1
  184. while 24@ == 1
  185. wait 0
  186. 038D: draw_texture 19 position 558.00 388.27 size 128.00 195.00 RGBA 255 255 255 255
  187.  
  188. if and
  189. 24@ == 1
  190. 00E1: player 0 pressed_key 16
  191. then
  192. while 00E1: player 0 pressed_key 16
  193. wait 0
  194. end
  195. 08D7: 1@ = panel 0@ active_row
  196.  
  197. if
  198. 1@ == 0 // Minigun to car
  199. then
  200. gosub @done
  201. Player.Money($PLAYER_CHAR) += -5000
  202. 0A92: create_custom_thread "carguns.s"
  203. break
  204. end
  205.  
  206.  
  207. if
  208. 1@ == 1 // Spraycan
  209. then
  210. gosub @done
  211. //Player.Money($PLAYER_CHAR) += -500
  212. 0A92: create_custom_thread "heli-deliver-spraycan.s"
  213. break
  214. end
  215.  
  216. if
  217. 1@ == 2 // Ammunation
  218. then
  219. gosub @done
  220. Player.Money($PLAYER_CHAR) += -15000
  221. 0A92: create_custom_thread "heli-ammunation.s"
  222. break
  223. end
  224.  
  225. if
  226. 1@ == 3 //Seasparrow
  227. then
  228. gosub @done
  229. Player.Money($PLAYER_CHAR) += -2000
  230. 0A92: create_custom_thread "heli-deliver-heli.s"
  231. break
  232. end
  233.  
  234. if
  235. 1@ == 4 // Hydra
  236. then
  237. gosub @done
  238. Player.Money($PLAYER_CHAR) += -10000
  239. 0A92: create_custom_thread "heli-deliver-hydra.s"
  240. break
  241. end
  242.  
  243. if
  244. 1@ == 5 // Jetpack
  245. then
  246. gosub @done
  247. Player.Money($PLAYER_CHAR) += -1000
  248. 0A92: create_custom_thread "heli-deliver-jetpack.s"
  249. break
  250. end
  251.  
  252. if
  253. 1@ == 6 // Rhyno
  254. then
  255. gosub @done
  256. Player.Money($PLAYER_CHAR) += -3000
  257. 0A92: create_custom_thread "heli-deliver-rhyno.s"
  258. break
  259. end
  260.  
  261. if
  262. 1@ == 7 // Hunter
  263. then
  264. gosub @done
  265. Player.Money($PLAYER_CHAR) += -4000
  266. 0A92: create_custom_thread "heli-deliver-hunter.s"
  267. break
  268. end
  269. end
  270.  
  271.  
  272. if or
  273. 00DF: actor $PLAYER_ACTOR driving
  274. 00E1: player 0 pressed_key 15
  275. 06B9: cutscene_data_loaded
  276. then
  277. while 00E1: player 0 pressed_key 15
  278. wait 0
  279. end
  280. 08DA: remove_panel 0@
  281. 24@ = 0
  282. 25@ = 0
  283. break
  284. end
  285.  
  286. end
  287.  
  288.  
  289. end
  290. if
  291. 1@ == 2 //Options
  292. then
  293. 08DA: remove_panel 0@
  294. 08D4: 0@ = create_panel_with_title 'DUMMY' position 500.0 305.0 width 90.0 columns 1 interactive 1 background 1 alignment 1
  295. 08DB: set_panel 0@ column 0 header 'DUMMY' data 'hl_emp' 'plbrib' 'hl_skn' 'hl_mis' '6wntd' 'hl_clt' 'hl_acs' 'GNGWAR' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  296. 24@ = 1
  297. while 24@ == 1
  298. wait 0
  299. 038D: draw_texture 19 position 558.00 388.27 size 128.00 195.00 RGBA 255 255 255 255
  300.  
  301.  
  302. if and
  303. 24@ == 1
  304. 00E1: player 0 pressed_key 16
  305. then
  306. while 00E1: player 0 pressed_key 16
  307. wait 0
  308. end
  309. 08D7: 1@ = panel 0@ active_row
  310.  
  311. if
  312. 1@ == 0 // Use EMP
  313. then
  314. gosub @done
  315. Player.Money($PLAYER_CHAR) += -1000
  316. 0A92: create_custom_thread "EMP.s"
  317. break
  318. end
  319.  
  320.  
  321. if
  322. 1@ == 1 // Police Bribe
  323. then
  324. gosub @done
  325. Player.Money($PLAYER_CHAR) += -12000
  326. Player.ClearWantedLevel($PLAYER_CHAR)
  327. break
  328. end
  329.  
  330. if
  331. 1@ == 2 // Change Skin
  332. then
  333. gosub @done
  334. //Player.Money($PLAYER_CHAR) +=
  335. //wait 500
  336. 20@ = 7
  337. 20@ *= 2
  338. 20@ += 12006488
  339. 21@ = 5
  340. 21@ *= 2
  341. 21@ += 12006488
  342. 0A8C: write_memory 20@ size 2 value 128 virtual_protect 0
  343. 0A8C: write_memory 21@ size 2 value 128 virtual_protect 0
  344. 22@ = 4
  345. 22@ *= 2
  346. 22@ += 12006488
  347. 0A8C: write_memory 22@ size 2 value 128 virtual_protect 0
  348. break
  349. end
  350.  
  351. if
  352. 1@ == 3 // Missions Replay
  353. then
  354. gosub @done
  355. //Player.Money($PLAYER_CHAR) +=
  356. 0A92: create_custom_thread "AllMissions.s"
  357. break
  358. end
  359.  
  360. if
  361. 1@ == 4 // 6 Wanted level
  362. then
  363. gosub @done
  364. Player.Money($PLAYER_CHAR) += -12
  365. 01F0: set_max_wanted_level_to 6
  366. Player.WantedLevel($PLAYER_CHAR) = 6
  367. break
  368. end
  369.  
  370. if
  371. 1@ == 5 // Stats tweak
  372. then
  373. gosub @done
  374. Player.Money($PLAYER_CHAR) += -30000
  375. 0A92: create_custom_thread "stats_ed.s"
  376. break
  377. end
  378.  
  379. if
  380. 1@ == 6 // Laser sight
  381. then
  382. gosub @done
  383. Player.Money($PLAYER_CHAR) += -30
  384. 0AAA: 23@ = thread 'ACCES' pointer
  385. if
  386. 23@ == 0
  387. then
  388. 0A8C: write_memory 0x58FBBC size 4 value 0x903475C0 virtual_protect 1
  389. 0A8C: write_memory 0x58FBC0 size 4 value 0x90909090 virtual_protect 1
  390. 0A92: create_custom_thread "accessory.s"
  391. else
  392. 0ABA: end_custom_thread_named 'ACCES'
  393. 0A8C: write_memory 0x58FBBC size 4 value 0xE83475C0 virtual_protect 1
  394. 0A8C: write_memory 0x58FBC0 size 4 value 0xFFFFE45C virtual_protect 1
  395. end
  396. break
  397. end
  398.  
  399. if
  400. 1@ == 7 // State War
  401. then
  402. gosub @done
  403. //Player.Money($PLAYER_CHAR) +=
  404. 0A92: create_custom_thread "Gangwar.s"
  405. break
  406. end
  407. end
  408.  
  409.  
  410. if or
  411. 9@ == true
  412. 00DF: actor $PLAYER_ACTOR driving
  413. 00E1: player 0 pressed_key 15
  414. 06B9: cutscene_data_loaded
  415. then
  416. while 00E1: player 0 pressed_key 15
  417. wait 0
  418. end
  419. 08DA: remove_panel 0@
  420. 24@ = 0
  421. 25@ = 0
  422. 9@ = false
  423. break
  424. end
  425.  
  426. end
  427.  
  428.  
  429. end
  430.  
  431. { if
  432. 1@ == 3 //Unused
  433. then
  434. 08DA: remove_panel 0@
  435. 08D4: 0@ = create_panel_with_title 'DUMMY' position 500.0 305.0 width 90.0 columns 1 interactive 1 background 1 alignment 1
  436. 08DB: set_panel 0@ column 0 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
  437. 24@ = 1
  438. while 24@ == 1
  439. wait 0
  440. 038D: draw_texture 19 position 558.00 388.27 size 128.00 195.00 RGBA 255 255 255 255
  441.  
  442.  
  443. if and
  444. 24@ == 1
  445. 00E1: player 0 pressed_key 16
  446. then
  447. while 00E1: player 0 pressed_key 16
  448. wait 0
  449. end
  450. 08D7: 1@ = panel 0@ active_row
  451.  
  452. if
  453. 1@ == 0 //
  454. then
  455.  
  456.  
  457. end
  458.  
  459.  
  460. if
  461. 1@ == 1 //
  462. then
  463.  
  464.  
  465. end
  466.  
  467. if
  468. 1@ == 2 //
  469. then
  470.  
  471.  
  472. end
  473.  
  474. if
  475. 1@ == 3 //
  476. then
  477.  
  478.  
  479. end
  480. end
  481.  
  482.  
  483. if
  484. 00E1: player 0 pressed_key 15
  485. then
  486. while 00E1: player 0 pressed_key 15
  487. wait 0
  488. end
  489. 08DA: remove_panel 0@
  490. 24@ = 0
  491. 25@ = 0
  492. break
  493. end
  494.  
  495. end
  496.  
  497.  
  498. end }
  499.  
  500.  
  501. end
  502.  
  503.  
  504.  
  505.  
  506.  
  507.  
  508.  
  509.  
  510.  
  511.  
  512.  
  513.  
  514.  
  515. if or
  516. 00DF: actor $PLAYER_ACTOR driving
  517. 00E1: player 0 pressed_key 15
  518. 06B9: cutscene_data_loaded
  519. then
  520. while 00E1: player 0 pressed_key 15
  521. wait 0
  522. end
  523. 08DA: remove_panel 0@
  524. 03F0: enable_text_draw 0
  525. 0A8C: write_memory 0x58147C size 4 value 0x00859524 virtual_protect 1
  526. 0A8C: write_memory 0x58148C size 4 value 0x00859520 virtual_protect 1
  527. 0A8C: write_memory 0x5816A1 size 4 value 0x008599D0 virtual_protect 1 //dist
  528. 0A8C: write_memory 0x580EF0 size 4 value 0x000000BE virtual_protect 1 //alpha
  529. 25@ = 0
  530. 28@ = false
  531. end
  532.  
  533.  
  534. end //end while 28
  535.  
  536.  
  537.  
  538.  
  539.  
  540.  
  541.  
  542.  
  543.  
  544. end
  545.  
  546.  
  547.  
  548.  
  549. :done
  550. 08DA: remove_panel 0@
  551. 0@ = 0
  552. 1@ = 0
  553. 24@ = 0
  554. 25@ = 0
  555. 28@ = false
  556. //9@ = true
  557. return
  558.  
  559.  
  560.  
  561.  
  562. :__LabelToOffset //0AB1: call_scm_func @__LabelToOffset 1 label @_txdname_ store_to 30@
  563. if
  564. 0@ == 0
  565. then
  566. 0AB2: ret 1 0
  567. end
  568. 0A9F: 1@ = current_thread_pointer
  569. 1@ += 0x10
  570. 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 // baseIP
  571. 0062: 1@ -= 0@ // label address
  572. 0AB2: ret 1 1@
  573.  
  574. :__VarToOffset //0AB1: call_scm_func @__VarToOffset 1 varnumber 2 result 31@
  575. 0A9F: 23@ = current_thread_pointer
  576. 23@ += 0x3C
  577. 0@ *= 4
  578. 005A: 23@ += 0@ // address of the local variable
  579. 0AB2: ret 1 23@
  580.  
  581. :scaling_ptrs
  582. hex
  583. 00 00 00 00 //y
  584. 00 00 00 00 //x
  585. end
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