Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- {$CLEO}
- var
- 24@: Integer
- 1@: Integer
- 2@: Integer
- 3@: Integer
- 4@: Integer
- 5@: Integer
- 6@: Integer
- 7@: Float
- 8@: Float
- 9@: Float
- 10@: Float
- 11@: Float
- 12@: Float
- 13@: Float
- 14@: Float
- 15@: Float
- 16@: Float
- 17@: Float
- 18@: Float
- 19@: Integer
- end
- const
- CAR_HANDLE = 24@
- TRAILER_HANDLE = 1@
- CAR_STRUCT = 2@
- TRAILER_STRUCT = 3@
- MODE = 4@
- OLD_CAR_STRUCT = 5@
- OLD_TRAILER_STRUCT = 6@
- CAR_FRONT_LIGHT_X = 7@
- CAR_FRONT_LIGHT_Y = 8@
- CAR_FRONT_LIGHT_Z = 9@
- CAR_BACK_LIGHT_X = 10@
- CAR_BACK_LIGHT_Y = 11@
- CAR_BACK_LIGHT_Z = 12@
- TRAILER_FRONT_LIGHT_X = 13@
- TRAILER_FRONT_LIGHT_Y = 14@
- TRAILER_FRONT_LIGHT_Z = 15@
- TRAILER_BACK_LIGHT_X = 16@
- TRAILER_BACK_LIGHT_Y = 17@
- TRAILER_BACK_LIGHT_Z = 18@
- RwV3D = 19@
- // Modes:
- NULL = 0
- LEFT = 1
- RIGHT = 2
- TOGETHER = 3
- end
- wait 0
- while true
- wait 0
- if
- not Player.Defined($PLAYER_CHAR)
- then
- continue
- end
- if and
- actor.Driving($PLAYER_ACTOR)
- 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
- 84A7: not actor $PLAYER_ACTOR driving_boat
- 89AE: not actor $PLAYER_ACTOR driving_train
- not actor.DrivingVehicleType($PLAYER_ACTOR #BMX)
- not actor.DrivingVehicleType($PLAYER_ACTOR #BIKE)
- not actor.DrivingVehicleType($PLAYER_ACTOR #MTBIKE)
- then
- 03C0: CAR_HANDLE = actor $PLAYER_ACTOR car
- 0A97: CAR_STRUCT = car CAR_HANDLE struct
- if
- CAR_STRUCT <> OLD_CAR_STRUCT
- then
- 0A8E: 30@ = CAR_STRUCT + 0x22 // int
- 0A8D: 30@ = read_memory 30@ size 2 virtual_protect 0 //model index
- 30@ *= 4
- 30@ += 0xA9B0C8
- 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 //CModel
- 30@ += 0x5C
- 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 //vehicle struct
- //0@ += 0
- 0A8D: CAR_FRONT_LIGHT_X = read_memory 30@ size 4 virtual_protect 0 //x offset
- 30@ += 4
- 0A8D: CAR_FRONT_LIGHT_Y = read_memory 30@ size 4 virtual_protect 0 //y offset
- 30@ += 4
- 0A8D: CAR_FRONT_LIGHT_Z = read_memory 30@ size 4 virtual_protect 0 //z offset
- 30@ += 4
- 0A8D: CAR_BACK_LIGHT_X = read_memory 30@ size 4 virtual_protect 0 //x offset
- 30@ += 4
- 0A8D: CAR_BACK_LIGHT_Y = read_memory 30@ size 4 virtual_protect 0 //y offset
- 30@ += 4
- 0A8D: CAR_BACK_LIGHT_Z = read_memory 30@ size 4 virtual_protect 0 //z offset
- if
- CAR_FRONT_LIGHT_X == 0.0
- then
- CAR_FRONT_LIGHT_X = 0.15
- end
- if
- CAR_BACK_LIGHT_X == 0.0
- then
- CAR_BACK_LIGHT_X = 0.15
- end
- OLD_CAR_STRUCT = CAR_STRUCT
- MODE = NULL
- end
- 0A8E: TRAILER_STRUCT = CAR_STRUCT + 0x4C8 // int
- 0A8D: TRAILER_STRUCT = read_memory TRAILER_STRUCT size 4 virtual_protect 0
- if and
- TRAILER_STRUCT > 0
- TRAILER_STRUCT <> OLD_TRAILER_STRUCT
- then
- 0A8E: 30@ = TRAILER_STRUCT + 0x22 // int
- 0A8D: 30@ = read_memory 30@ size 2 virtual_protect 0 //model index
- 30@ *= 4
- 30@ += 0xA9B0C8
- 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 //CModel
- 30@ += 0x5C
- 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 //vehicle struct
- //0@ += 0
- 0A8D: TRAILER_FRONT_LIGHT_X = read_memory 30@ size 4 virtual_protect 0 //x offset
- 30@ += 4
- 0A8D: TRAILER_FRONT_LIGHT_Y = read_memory 30@ size 4 virtual_protect 0 //y offset
- 30@ += 4
- 0A8D: TRAILER_FRONT_LIGHT_Z = read_memory 30@ size 4 virtual_protect 0 //z offset
- 30@ += 4
- 0A8D: TRAILER_BACK_LIGHT_X = read_memory 30@ size 4 virtual_protect 0 //x offset
- 30@ += 4
- 0A8D: TRAILER_BACK_LIGHT_Y = read_memory 30@ size 4 virtual_protect 0 //y offset
- 30@ += 4
- 0A8D: TRAILER_BACK_LIGHT_Z = read_memory 30@ size 4 virtual_protect 0 //z offset
- if
- TRAILER_FRONT_LIGHT_X == 0.0
- then
- TRAILER_FRONT_LIGHT_X = 0.15
- end
- if
- TRAILER_BACK_LIGHT_X == 0.0
- then
- TRAILER_BACK_LIGHT_X = 0.15
- end
- OLD_TRAILER_STRUCT = TRAILER_STRUCT
- end
- if and
- 33@ >= 0
- 0AB0: key_pressed 65 // A
- 8AB0: not key_pressed 68 // D
- then
- 33@ = -2000
- end
- if and
- 33@ > -1500
- 33@ < 0
- then
- MODE = LEFT
- 33@ = 0
- end
- if and
- 33@ >= -2000
- 0AB0: key_pressed 68 // D
- 8AB0: not key_pressed 65 // A
- then
- 33@ = -4000
- end
- if and
- 33@ > -3500
- 33@ < -2000
- then
- MODE = RIGHT
- 33@ = 0
- end
- if and
- MODE <> 0
- 8AB0: not key_pressed 65 // A
- 8AB0: not key_pressed 68 // D
- then
- MODE = 0
- end
- if and
- MODE == LEFT
- 8AB0: not key_pressed 65 // A
- 0AB0: key_pressed 68 // D
- then
- MODE = 0
- end
- if and
- MODE == RIGHT
- 0AB0: key_pressed 65 // A
- 8AB0: not key_pressed 68 // D
- then
- MODE = 0
- end
- if and
- 0AB0: key_pressed 68 // D
- 0AB0: key_pressed 65 // A
- then
- MODE = TOGETHER
- end
- end // actor driving
- if
- 32@ > 1000
- then
- 32@ = 0
- end
- if and
- 056E: car CAR_HANDLE defined
- 32@ < 500
- then
- if and
- 8119: not car CAR_HANDLE wrecked
- MODE <> 0
- then
- 0A97: CAR_STRUCT = car CAR_HANDLE struct
- 0A8E: TRAILER_STRUCT = CAR_STRUCT + 0x4C8 // int
- 0A8D: TRAILER_STRUCT = read_memory TRAILER_STRUCT size 4 virtual_protect 0
- if
- TRAILER_STRUCT == 0
- then
- 30@ = 0
- else
- 30@ = 1
- end
- 0A9F: 26@ = current_thread_pointer
- for 31@ = 0 to 30@
- if
- 31@ == 0
- then
- 0AB1: call_scm_func @__VarToOffset 1 varnumber 7 result RwV3D
- 0085: 20@ = CAR_STRUCT // (int)
- else
- 0AB1: call_scm_func @__VarToOffset 1 varnumber 13 result RwV3D
- 0085: 20@ = TRAILER_STRUCT // (int)
- end
- for 29@ = 31@ to 1
- if
- 29@ == 1
- then
- RwV3D += 12
- end
- 0A8E: 25@ = RwV3D + 4 // int
- 0A8D: 25@ = read_memory 25@ size 4 virtual_protect 0
- if
- 25@ <> 0.0
- then
- if
- MODE == TOGETHER
- then
- 27@ = 1
- else
- 27@ = 0
- end
- for 28@ = 0 to 27@
- if and
- 28@ == 0
- MODE <> RIGHT
- then
- 0A8D: 22@ = read_memory RwV3D size 4 virtual_protect 0
- 22@ *= -1.0
- 0A8C: write_memory RwV3D size 4 value 22@ virtual_protect 0
- end
- for 21@ = 0 to 1
- 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@
- 26@ += 1
- end
- if and
- 28@ == 0
- MODE <> RIGHT
- then
- 0A8D: 22@ = read_memory RwV3D size 4 virtual_protect 0
- 22@ *= -1.0
- 0A8C: write_memory RwV3D size 4 value 22@ virtual_protect 0
- end
- end
- end
- end
- end
- end
- end
- end
- :__VarToOffset
- 0A9F: 23@ = current_thread_pointer
- 23@ += 0x3C
- 0@ *= 4
- 005A: 23@ += 0@ // address of the local variable
- 0AB2: ret 1 23@
Advertisement
Add Comment
Please, Sign In to add comment