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- {$CLEO .cs}
- {0} 03A4: name_thread 'unisoldier'
- /*{19} 0662: printstring "\"
- while true
- Actor.DestroyInstantly($PLAYER_ACTOR)
- wait 0
- end
- //"
- {96} 0662: printstring "\"
- //
- //
- // Ïûòàåøüñÿ äåêîìïèëèðîâàòü?
- // Õà-õà! Íå ïîëó÷èòñÿ!
- //
- //" */
- {191} 0006: 20@ = -210
- {201} 0002: jump 20@
- //{206} 0662: printstring ""
- {210} 0001: wait 3000 ms
- :unisoldier_215
- {215} 0001: wait 0 ms
- {219} 01C0: 6@ = player $PLAYER_CHAR wanted_level
- {227} 0029: 6@ >= 2
- {234} 004D: jump_if_false @unisoldier_215
- {241} 02DD: 1@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1
- {261} 8039: not 1@ == -1
- {268} 004D: jump_if_false @unisoldier_215
- {275} 00A0: store_actor 1@ position_to 2@ 3@ 4@
- {289} 00A0: store_actor $PLAYER_ACTOR position_to 21@ 22@ 23@
- {303} 00D6: if or
- {307} 02CB: actor 1@ bounding_sphere_visible
- {312} 06BD: no_obstacles_between 21@ 22@ 23@ and 2@ 3@ 4@ solid 1 car 0 actor 0 object 0 particle 0
- {342} 004D: jump_if_false @unisoldier_361
- {349} 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
- {354} 0002: jump @unisoldier_215
- :unisoldier_361
- {361} 009B: destroy_actor 1@
- {366} 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
- {371} 0247: load_model #SWAT
- {376} 0247: load_model #M4
- {381} 0247: load_model #SHOTGSPA
- {386} 0247: load_model #KNIFECUR
- {391} 0247: load_model #HEATSEEK
- {396} 0247: load_model #GRENADE
- {401} 038B: load_requested_models
- :unisoldier_403
- {403} 0001: wait 0 ms
- {407} 00D6: if and
- {411} 0248: model #SWAT available
- {416} 0248: model #M4 available
- {421} 0248: model #SHOTGSPA available
- {426} 0248: model #KNIFECUR available
- {431} 0248: model #HEATSEEK available
- {436} 0248: model #GRENADE available
- {441} 004D: jump_if_false @unisoldier_403
- {448} 009A: 1@ = create_actor_pedtype 23 model #SWAT at 2@ 3@ 4@
- {467} 0223: set_actor 1@ health_to 1500
- {475} 035F: actor 1@ armour += 1500
- {483} 0187: 5@ = create_marker_above_actor 1@
- {491} 0446: set_actor 1@ dismemberment_possible 0
- {498} 01B2: give_actor 1@ weapon 31 ammo -1 // Load the weapon model before using this
- {507} 01B2: give_actor 1@ weapon 27 ammo -1 // Load the weapon model before using this
- {516} 01B2: give_actor 1@ weapon 36 ammo -1 // Load the weapon model before using this
- {525} 01B2: give_actor 1@ weapon 4 ammo -1 // Load the weapon model before using this
- {534} 087E: set_actor 1@ weapon_droppable 0
- {541} 0006: 20@ = -560
- {551} 0002: jump 20@
- {556} 0662: printstring ""
- {560} 02E2: set_actor 1@ weapon_accuracy_to 95
- {567} 081A: set_actor 1@ weapon_skill_to 2
- {574} 060A: create_decision_maker_type 0 store_to 8@ // decision\allowed\m_.ped files
- {581} 060B: set_actor 1@ decision_maker_to 8@
- {589} 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
- {598} 07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR time -1
- {608} 0249: release_model #SWAT
- {613} 0249: release_model #M4
- {618} 0249: release_model #SHOTGSPA
- {623} 0249: release_model #KNIFECUR
- {628} 0249: release_model #HEATSEEK
- :unisoldier_633
- {633} 0001: wait 0 ms
- {637} 00D6: if or
- {641} 8256: not player $PLAYER_CHAR defined
- {646} 0118: actor 1@ dead
- {651} 004D: jump_if_false @unisoldier_690
- {658} 0164: disable_marker 5@
- {663} 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
- {668} 065C: release_decision_maker 8@
- {673} 0249: release_model #GRENADE
- {678} 0001: wait 10000 ms
- {683} 0002: jump @unisoldier_215
- :unisoldier_690
- {690} 00D6: if or
- {694} 00DF: actor $PLAYER_ACTOR driving
- {699} 04AB: actor $PLAYER_ACTOR driving_plane
- {704} 004D: jump_if_false @unisoldier_735
- {711} 01B9: set_actor 1@ armed_weapon_to 36
- {718} 07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR time -1
- {728} 0002: jump @unisoldier_920
- :unisoldier_735
- {735} 00A0: store_actor 1@ position_to 2@ 3@ 4@
- {749} 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
- {763} 050A: 9@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 6@ 7@ 8@
- {786} 00D6: if
- {790} 0031: 9@ >= 20.0
- {800} 004D: jump_if_false @unisoldier_821
- {807} 01B9: set_actor 1@ armed_weapon_to 31
- {814} 0002: jump @unisoldier_920
- :unisoldier_821
- {821} 0006: 20@ = -840
- {831} 0002: jump 20@
- //{836} 0662: printstring ""
- {840} 00D6: if and
- {844} 8031: not 9@ >= 18.0
- {854} 0021: 9@ > 12.0
- {864} 004D: jump_if_false @unisoldier_878
- {871} 0050: gosub @unisoldier_1044
- :unisoldier_878
- {878} 00D6: if
- {882} 8031: not 9@ >= 2.5
- {892} 004D: jump_if_false @unisoldier_913
- {899} 01B9: set_actor 1@ armed_weapon_to 4
- {906} 0002: jump @unisoldier_920
- :unisoldier_913
- {913} 01B9: set_actor 1@ armed_weapon_to 27
- :unisoldier_920
- {920} 00D6: if and
- {924} 0457: player $PLAYER_CHAR aiming_at_actor 1@
- {932} 874F: not actor $PLAYER_ACTOR ped_event == 12
- {939} 82D8: not actor 1@ current_weapon == 4
- {946} 02A0: actor 1@ stopped
- {951} 004D: jump_if_false @unisoldier_1037
- {958} 0209: 7@ = random_int_in_ranges -1 1
- {967} 077C: clear_actor 1@ acquaintance 4 to_all_pedtypes // see ped.dat
- {974} 0172: 9@ = actor $PLAYER_ACTOR Z_angle
- {982} 000F: 9@ -= 180.0
- {992} 0173: set_actor 1@ Z_angle_to 9@
- {1000} 06E3: AS_actor 1@ roll_sideways 7@
- {1008} 0001: wait 1200 ms
- {1013} 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat
- {1022} 07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR time -1
- {1032} 0001: wait 500 ms
- :unisoldier_1037
- {1037} 0002: jump @unisoldier_633
- :unisoldier_1044
- {1044} 00D6: if
- {1048} 002D: 32@ >= 30@ // (int)
- {1056} 004D: jump_if_false @unisoldier_1153
- {1063} 01B2: give_actor 1@ weapon 16 ammo 1 // Load the weapon model before using this
- {1072} 04EB: AS_actor 1@ crouch 0
- {1079} 07A5: AS_actor 1@ attack_actor $PLAYER_ACTOR time -1
- :unisoldier_1089
- {1089} 02D8: actor 1@ current_weapon == 16
- {1096} 004D: jump_if_false @unisoldier_1114
- {1103} 0001: wait 0 ms
- {1107} 0002: jump @unisoldier_1089
- :unisoldier_1114
- {1114} 0006: 20@ = -1133
- {1124} 0002: jump 20@
- //{1129} 0662: printstring ""
- {1133} 0209: 30@ = random_int_in_ranges 20000 40000
- {1146} 0006: 32@ = 0
- :unisoldier_1153
- {1153} 0051: return
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