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  1. {$CLEO}
  2. var
  3. 24@: Integer
  4. 1@: Integer
  5. 2@: Integer
  6. 3@: Integer
  7. 4@: Integer
  8. 5@: Integer
  9. 6@: Integer
  10. 7@: Float
  11. 8@: Float
  12. 9@: Float
  13. 10@: Float
  14. 11@: Float
  15. 12@: Float
  16. 13@: Float
  17. 14@: Float
  18. 15@: Float
  19. 16@: Float
  20. 17@: Float
  21. 18@: Float
  22. 19@: Integer
  23. end
  24. const
  25. CAR_HANDLE = 24@
  26. TRAILER_HANDLE = 1@
  27. CAR_STRUCT = 2@
  28. TRAILER_STRUCT = 3@
  29. MODE = 4@
  30. OLD_CAR_STRUCT = 5@
  31. OLD_TRAILER_STRUCT = 6@
  32. CAR_FRONT_LIGHT_X = 7@
  33. CAR_FRONT_LIGHT_Y = 8@
  34. CAR_FRONT_LIGHT_Z = 9@
  35. CAR_BACK_LIGHT_X = 10@
  36. CAR_BACK_LIGHT_Y = 11@
  37. CAR_BACK_LIGHT_Z = 12@
  38. TRAILER_FRONT_LIGHT_X = 13@
  39. TRAILER_FRONT_LIGHT_Y = 14@
  40. TRAILER_FRONT_LIGHT_Z = 15@
  41. TRAILER_BACK_LIGHT_X = 16@
  42. TRAILER_BACK_LIGHT_Y = 17@
  43. TRAILER_BACK_LIGHT_Z = 18@
  44. RwV3D = 19@
  45. // Modes:
  46. NULL = 0
  47. LEFT = 1
  48. RIGHT = 2
  49. TOGETHER = 3
  50. end
  51. wait 0
  52. while true
  53. wait 0
  54. if
  55. not Player.Defined($PLAYER_CHAR)
  56. then
  57. continue
  58. end
  59. if and
  60. actor.Driving($PLAYER_ACTOR)
  61. 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
  62. 84A7: not actor $PLAYER_ACTOR driving_boat
  63. 89AE: not actor $PLAYER_ACTOR driving_train
  64. not actor.DrivingVehicleType($PLAYER_ACTOR #BMX)
  65. not actor.DrivingVehicleType($PLAYER_ACTOR #BIKE)
  66. not actor.DrivingVehicleType($PLAYER_ACTOR #MTBIKE)
  67. then
  68. 03C0: CAR_HANDLE = actor $PLAYER_ACTOR car
  69. 0A97: CAR_STRUCT = car CAR_HANDLE struct
  70. if
  71. CAR_STRUCT <> OLD_CAR_STRUCT
  72. then
  73. 0A8E: 30@ = CAR_STRUCT + 0x22 // int
  74. 0A8D: 30@ = read_memory 30@ size 2 virtual_protect 0 //model index
  75. 30@ *= 4
  76. 30@ += 0xA9B0C8
  77. 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 //CModel
  78. 30@ += 0x5C
  79. 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 //vehicle struct
  80. //0@ += 0
  81. 0A8D: CAR_FRONT_LIGHT_X = read_memory 30@ size 4 virtual_protect 0 //x offset
  82. 30@ += 4
  83. 0A8D: CAR_FRONT_LIGHT_Y = read_memory 30@ size 4 virtual_protect 0 //y offset
  84. 30@ += 4
  85. 0A8D: CAR_FRONT_LIGHT_Z = read_memory 30@ size 4 virtual_protect 0 //z offset
  86. 30@ += 4
  87. 0A8D: CAR_BACK_LIGHT_X = read_memory 30@ size 4 virtual_protect 0 //x offset
  88. 30@ += 4
  89. 0A8D: CAR_BACK_LIGHT_Y = read_memory 30@ size 4 virtual_protect 0 //y offset
  90. 30@ += 4
  91. 0A8D: CAR_BACK_LIGHT_Z = read_memory 30@ size 4 virtual_protect 0 //z offset
  92. if
  93. CAR_FRONT_LIGHT_X == 0.0
  94. then
  95. CAR_FRONT_LIGHT_X = 0.15
  96. end
  97. if
  98. CAR_BACK_LIGHT_X == 0.0
  99. then
  100. CAR_BACK_LIGHT_X = 0.15
  101. end
  102. OLD_CAR_STRUCT = CAR_STRUCT
  103. MODE = NULL
  104. end
  105. 0A8E: TRAILER_STRUCT = CAR_STRUCT + 0x4C8 // int
  106. 0A8D: TRAILER_STRUCT = read_memory TRAILER_STRUCT size 4 virtual_protect 0
  107. if and
  108. TRAILER_STRUCT > 0
  109. TRAILER_STRUCT <> OLD_TRAILER_STRUCT
  110. then
  111. 0A8E: 30@ = TRAILER_STRUCT + 0x22 // int
  112. 0A8D: 30@ = read_memory 30@ size 2 virtual_protect 0 //model index
  113. 30@ *= 4
  114. 30@ += 0xA9B0C8
  115. 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 //CModel
  116. 30@ += 0x5C
  117. 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 //vehicle struct
  118. //0@ += 0
  119. 0A8D: TRAILER_FRONT_LIGHT_X = read_memory 30@ size 4 virtual_protect 0 //x offset
  120. 30@ += 4
  121. 0A8D: TRAILER_FRONT_LIGHT_Y = read_memory 30@ size 4 virtual_protect 0 //y offset
  122. 30@ += 4
  123. 0A8D: TRAILER_FRONT_LIGHT_Z = read_memory 30@ size 4 virtual_protect 0 //z offset
  124. 30@ += 4
  125. 0A8D: TRAILER_BACK_LIGHT_X = read_memory 30@ size 4 virtual_protect 0 //x offset
  126. 30@ += 4
  127. 0A8D: TRAILER_BACK_LIGHT_Y = read_memory 30@ size 4 virtual_protect 0 //y offset
  128. 30@ += 4
  129. 0A8D: TRAILER_BACK_LIGHT_Z = read_memory 30@ size 4 virtual_protect 0 //z offset
  130. if
  131. TRAILER_FRONT_LIGHT_X == 0.0
  132. then
  133. TRAILER_FRONT_LIGHT_X = 0.15
  134. end
  135. if
  136. TRAILER_BACK_LIGHT_X == 0.0
  137. then
  138. TRAILER_BACK_LIGHT_X = 0.15
  139. end
  140. OLD_TRAILER_STRUCT = TRAILER_STRUCT
  141. end
  142.  
  143. if and
  144. 33@ >= 0
  145. 0AB0: key_pressed 65 // A
  146. 8AB0: not key_pressed 68 // D
  147. then
  148. 33@ = -2000
  149. end
  150. if and
  151. 33@ > -1500
  152. 33@ < 0
  153. then
  154. MODE = LEFT
  155. 33@ = 0
  156. end
  157.  
  158. if and
  159. 33@ >= -2000
  160. 0AB0: key_pressed 68 // D
  161. 8AB0: not key_pressed 65 // A
  162. then
  163. 33@ = -4000
  164. end
  165. if and
  166. 33@ > -3500
  167. 33@ < -2000
  168. then
  169. MODE = RIGHT
  170. 33@ = 0
  171. end
  172.  
  173. if and
  174. MODE <> 0
  175. 8AB0: not key_pressed 65 // A
  176. 8AB0: not key_pressed 68 // D
  177. then
  178. MODE = 0
  179. end
  180.  
  181. if and
  182. MODE == LEFT
  183. 8AB0: not key_pressed 65 // A
  184. 0AB0: key_pressed 68 // D
  185. then
  186. MODE = 0
  187. end
  188.  
  189. if and
  190. MODE == RIGHT
  191. 0AB0: key_pressed 65 // A
  192. 8AB0: not key_pressed 68 // D
  193. then
  194. MODE = 0
  195. end
  196.  
  197. if and
  198. 0AB0: key_pressed 68 // D
  199. 0AB0: key_pressed 65 // A
  200. then
  201. MODE = TOGETHER
  202. end
  203. end // actor driving
  204. if
  205. 32@ > 1000
  206. then
  207. 32@ = 0
  208. end
  209. if and
  210. 056E: car CAR_HANDLE defined
  211. 32@ < 500
  212. then
  213. if and
  214. 8119: not car CAR_HANDLE wrecked
  215. MODE <> 0
  216. then
  217. 0A97: CAR_STRUCT = car CAR_HANDLE struct
  218. 0A8E: TRAILER_STRUCT = CAR_STRUCT + 0x4C8 // int
  219. 0A8D: TRAILER_STRUCT = read_memory TRAILER_STRUCT size 4 virtual_protect 0
  220. if
  221. TRAILER_STRUCT == 0
  222. then
  223. 30@ = 0
  224. else
  225. 30@ = 1
  226. end
  227. 0A9F: 26@ = current_thread_pointer
  228. for 31@ = 0 to 30@
  229. if
  230. 31@ == 0
  231. then
  232. 0AB1: call_scm_func @__VarToOffset 1 varnumber 7 result RwV3D
  233. 0085: 20@ = CAR_STRUCT // (int)
  234. else
  235. 0AB1: call_scm_func @__VarToOffset 1 varnumber 13 result RwV3D
  236. 0085: 20@ = TRAILER_STRUCT // (int)
  237. end
  238. for 29@ = 31@ to 1
  239. if
  240. 29@ == 1
  241. then
  242. RwV3D += 12
  243. end
  244. 0A8E: 25@ = RwV3D + 4 // int
  245. 0A8D: 25@ = read_memory 25@ size 4 virtual_protect 0
  246. if
  247. 25@ <> 0.0
  248. then
  249. if
  250. MODE == TOGETHER
  251. then
  252. 27@ = 1
  253. else
  254. 27@ = 0
  255. end
  256. for 28@ = 0 to 27@
  257. if and
  258. 28@ == 0
  259. MODE <> RIGHT
  260. then
  261. 0A8D: 22@ = read_memory RwV3D size 4 virtual_protect 0
  262. 22@ *= -1.0
  263. 0A8C: write_memory RwV3D size 4 value 22@ virtual_protect 0
  264. end
  265. for 21@ = 0 to 1
  266. 0AA5: 0x6FC580 21 21 1 0 0x41700000 0 0x3FC00000 0 0 0 0 0 attach_corona_flare 0 type 0 0x43160000 radius 0.3 with_offsets RwV3D intensity 255 blue 0 green 128 red 255 to_vehicle_struct 20@ unical_number 26@
  267. 26@ += 1
  268. end
  269. if and
  270. 28@ == 0
  271. MODE <> RIGHT
  272. then
  273. 0A8D: 22@ = read_memory RwV3D size 4 virtual_protect 0
  274. 22@ *= -1.0
  275. 0A8C: write_memory RwV3D size 4 value 22@ virtual_protect 0
  276. end
  277. end
  278. end
  279. end
  280. end
  281. end
  282. end
  283. end
  284.  
  285. :__VarToOffset
  286. 0A9F: 23@ = current_thread_pointer
  287. 23@ += 0x3C
  288. 0@ *= 4
  289. 005A: 23@ += 0@ // address of the local variable
  290. 0AB2: ret 1 23@
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