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fpscam.cs (ThirteenAG)

Apr 20th, 2015
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  1. {$CLEO}
  2. 0000:
  3. const
  4. WIDESCREEN_STATUS = 19@
  5. IS_IN_WIDESCREEN = 29@
  6. IS_IN_CUTSCENE = 28@
  7. end
  8.  
  9. while true
  10. wait 0
  11. if and
  12. //84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
  13. 89AE: not actor $PLAYER_ACTOR driving_train
  14. //847A: not actor $PLAYER_ACTOR driving_bike
  15. //84A7: not actor $PLAYER_ACTOR driving_boat
  16. 00DF: actor $PLAYER_ACTOR driving
  17. 0AB0: key_pressed 66
  18. 0@ == 0
  19. then
  20. wait 100
  21.  
  22. gosub @start
  23. end
  24.  
  25.  
  26.  
  27.  
  28. if and
  29. 00DF: actor $PLAYER_ACTOR driving
  30. 0@ == 1
  31. then
  32. 0A4A: store_joystick_X_offset_to 15@ Y_offset_to 16@
  33. 15@ *= 0.0025
  34. 16@ *= 0.0025
  35.  
  36. 005B: 17@ += 15@ // (float)
  37. 005B: 18@ += 16@ // (float)
  38.  
  39. if
  40. 17@ < -0.9
  41. then
  42. 17@ = -0.9
  43. end
  44.  
  45. if
  46. 17@ > 0.9
  47. then
  48. 17@ = 0.9
  49. end
  50.  
  51. if
  52. 18@ < -0.09
  53. then
  54. 18@ = -0.09
  55. end
  56.  
  57. if
  58. 18@ > 0.09
  59. then
  60. 18@ = 0.09
  61. end
  62.  
  63. 0087: 20@ = 3@ // (float)
  64. 0087: 21@ = 5@ // (float)
  65. 005B: 20@ += 17@ // (float)
  66. 005B: 21@ += 18@ // (float)
  67.  
  68. if
  69. 847A: not actor $PLAYER_ACTOR driving_bike
  70. then
  71. 067C: put_camera_on_actor $PLAYER_ACTOR with_offset 3@ 4@ 5@ rotation 20@ 0.0 21@ 13@ 2
  72. else
  73. 067C: put_camera_on_actor $PLAYER_ACTOR with_offset 3@ 0.3 5@ rotation 20@ 1.0 21@ 13@ 2
  74. end
  75.  
  76.  
  77.  
  78.  
  79.  
  80. end
  81.  
  82.  
  83.  
  84. gosub @CutsceneCheck
  85. gosub @WideScreenCheck
  86. if and
  87. 00DF: actor $PLAYER_ACTOR driving
  88. 30@ == true
  89. IS_IN_CUTSCENE == FALSE
  90. IS_IN_WIDESCREEN == FALSE
  91. then
  92. gosub @start
  93. 30@ = false
  94. end
  95.  
  96. if or
  97. IS_IN_CUTSCENE == TRUE
  98. IS_IN_WIDESCREEN == TRUE
  99. 27@ == 1
  100. then
  101. if and
  102. 00DF: actor $PLAYER_ACTOR driving
  103. 0@ <> 0
  104. then
  105. 30@ = true
  106. gosub @off
  107. 27@ = 0
  108. end
  109. end
  110.  
  111.  
  112.  
  113.  
  114.  
  115.  
  116. if and
  117. 00DF: actor $PLAYER_ACTOR driving
  118. 0AB0: key_pressed 66
  119. 0@ <> 0
  120. then
  121. wait 100
  122. gosub @off
  123. end
  124.  
  125.  
  126. if and
  127. 80DF: not actor $PLAYER_ACTOR driving
  128. 0@ <> 0
  129. then
  130. gosub @off
  131. end
  132.  
  133. if and
  134. 00DF: actor $PLAYER_ACTOR driving
  135. 0@ <> 0
  136. 0AB0: key_pressed 2
  137. then
  138. gosub @off
  139. while 0AB0: key_pressed 2
  140. wait 0
  141. end
  142. gosub @start
  143. end
  144.  
  145.  
  146.  
  147.  
  148.  
  149. end
  150.  
  151.  
  152. :start
  153. if
  154. 00DF: actor $PLAYER_ACTOR driving
  155. then
  156. //0@ = 0
  157. 1@ = -1
  158. 2@ = -1
  159. 3@ = 0.0//75
  160. 4@ = -0.222
  161. 5@ = 0.666
  162. 10@ = 0.0
  163. 11@ = 200.0
  164. 12@ = 0.75
  165. 13@ = 0.0
  166. 14@ = 0
  167. 15@ = 0.0
  168. 16@ = 0.0
  169. 17@ = 0.0
  170. 18@ = 0.0
  171. 20@ = 0.0
  172. 21@ = 0.0
  173. 22@ = 0.0
  174.  
  175. 03C0: 1@ = actor $PLAYER_ACTOR car
  176. 0376: 2@ = create_random_actor_at 0.0 0.0 0.0
  177. 02A9: set_actor 2@ immune_to_nonplayer 1
  178. 02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
  179. 0337: set_actor 2@ visibility 0
  180. 0489: set_actor 2@ muted 0
  181. 0568: set_actor 2@ targetable 0
  182. 0619: enable_actor 2@ collision_detection 0
  183. if and
  184. 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
  185. 89AE: not actor $PLAYER_ACTOR driving_train
  186. 847A: not actor $PLAYER_ACTOR driving_bike
  187. 84A7: not actor $PLAYER_ACTOR driving_boat
  188. then
  189. 0697: set_car 1@ remove_componentB 4 visible_effect_flag 0
  190. end
  191.  
  192. //hiding head
  193. 0A8C: write_memory 0x0049EB23 size 4 value 0x0002D6E9 virtual_protect 1
  194. 0A8C: write_memory 0x0049EB27 size 1 value 0x00 virtual_protect 1
  195. 0A8C: write_memory 0x0049EB28 size 2 value 0x9090 virtual_protect 1
  196. 0A96: 23@ = actor $PLAYER_ACTOR struct
  197. 23@ += 0x46D
  198. 0A8C: write_memory 23@ size 1 value 0xA1 virtual_protect 1 //0xA0 on foot
  199. 23@ -= 0x46D
  200. 23@ += 0x754
  201. 0A8C: write_memory 23@ size 1 value 0x02 virtual_protect 1
  202. //end
  203.  
  204. 067E: put_camera_on_actor $PLAYER_ACTOR with_offset 3@ 4@ 5@ point_to_actor 2@ 13@ mode 2
  205. 0464: put_actor 2@ into_turret_on_car 1@ at_car_offset 10@ 11@ 12@ position 0 shooting_angle_limit 0 with_weapon 0
  206. 0@ = 1
  207. end
  208. return
  209.  
  210.  
  211.  
  212. :off
  213. 0@ = 0
  214. 3@ = 0.0//75
  215. 4@ = -0.222
  216. 5@ = 0.666
  217. 10@ = 0.0
  218. 11@ = 200.0
  219. 12@ = 0.75
  220. 13@ = 0.0
  221. 14@ = 0
  222. 02EB: restore_camera_with_jumpcut
  223. 1@ = -1
  224. if
  225. 8118: not actor 2@ dead
  226. then
  227. 009B: destroy_actor 2@
  228. end
  229. 2@ = -1
  230. //restore head
  231. 0A8C: write_memory 0x0049EB23 size 4 value 0x2CB805EB virtual_protect 1
  232. 0A8C: write_memory 0x0049EB27 size 1 value 0xF0 virtual_protect 1
  233. 0A8C: write_memory 0x0049EB28 size 2 value 0x00B6 virtual_protect 1
  234. 0A96: 23@ = actor $PLAYER_ACTOR struct
  235. 23@ += 0x46D
  236. if
  237. 00DF: actor $PLAYER_ACTOR driving
  238. then
  239. 0A8C: write_memory 23@ size 1 value 0x21 virtual_protect 0 //0x21 on vehicle
  240. else
  241. 0A8C: write_memory 23@ size 1 value 0x20 virtual_protect 0 //0x21 on vehicle
  242. end
  243. 23@ -= 0x46D
  244. 23@ += 0x754
  245. 0A8C: write_memory 23@ size 1 value 0xFF virtual_protect 0
  246. //end
  247. return
  248.  
  249.  
  250. :CutsceneCheck
  251. if
  252. 06B9: cutscene_data_loaded
  253. then
  254. if
  255. 82E9: not cutscene_reached_end
  256. then
  257. IS_IN_CUTSCENE = TRUE
  258. end
  259. else
  260. IS_IN_CUTSCENE = FALSE
  261. end
  262. return
  263.  
  264. :WideScreenCheck
  265. 0A8D: WIDESCREEN_STATUS = read_memory 0xB6F065 size 4 virtual_protect 0
  266. if
  267. WIDESCREEN_STATUS == 1
  268. then
  269. IS_IN_WIDESCREEN = TRUE
  270. else
  271. IS_IN_WIDESCREEN = FALSE
  272. end
  273. return
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