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  1. // This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
  2. {$CLEO .cs}
  3.  
  4. //-------------MAIN---------------
  5. 0000: NOP
  6. 0662: NOP "Www.Youtube.Com/OpcodeXe"
  7. 0662: NOP "COMPILED BY OPCODEXE"
  8. 31@ = 0
  9.  
  10. :NONAME_61
  11. wait 0
  12. if
  13. key_down 4
  14. else_jump @NONAME_180
  15. if
  16. 31@ == 0
  17. else_jump @NONAME_142
  18. 31@ = 1
  19. wait 200
  20. jump @NONAME_180
  21.  
  22. :NONAME_142
  23. 31@ = 0
  24. wait 200
  25.  
  26. :NONAME_180
  27. jump @NONAME_187
  28.  
  29. :NONAME_187
  30. wait 0
  31. if and
  32. 31@ == 1
  33. 0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
  34. else_jump @NONAME_61
  35.  
  36. :NONAME_217
  37. wait 0
  38. if and
  39. Actor.Defined(2@)
  40. key_down 1
  41. else_jump @NONAME_187
  42. if and
  43. not Actor.Dead(2@)
  44. 02CB: actor 2@ bounding_sphere_visible
  45. else_jump @NONAME_187
  46. 0A96: 6@ = actor 2@ struct
  47. 6@ += 68
  48. 0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
  49. 6@ += 4
  50. 0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
  51. 6@ += 4
  52. 0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
  53. Actor.StorePos(2@, 6@, 7@, 8@)
  54. 10@ = 35
  55. 0093: 10@ = integer 10@ to_float
  56. 12@ = 17.0
  57. 12@ /= 360.0
  58. 006B: 3@ *= 12@ // (float)
  59. 006B: 4@ *= 12@ // (float)
  60. 006B: 5@ *= 12@ // (float)
  61. 006B: 3@ *= 10@ // (float)
  62. 006B: 4@ *= 10@ // (float)
  63. 006B: 5@ *= 10@ // (float)
  64. 005B: 6@ += 3@ // (float)
  65. 005B: 7@ += 4@ // (float)
  66. 005B: 8@ += 5@ // (float)
  67. Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
  68. if
  69. 06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 0 object 1 particle 0
  70. else_jump @NONAME_525
  71. call @NONAME_532 4 2@ 6@ 7@ 8@
  72.  
  73. :NONAME_525
  74. jump @NONAME_217
  75.  
  76. :NONAME_532
  77. 0087: 4@ = 1@ // (float)
  78. 0087: 5@ = 2@ // (float)
  79. 0087: 6@ = 3@ // (float)
  80. 068D: get_camera_position_to 1@ 2@ 3@
  81. 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  82. 0063: 1@ -= 4@ // (float)
  83. 0063: 2@ -= 5@ // (float)
  84. 0096: make 1@ absolute_float
  85. 0096: make 2@ absolute_float
  86. 0087: 10@ = 1@ // (float)
  87. 0087: 11@ = 2@ // (float)
  88. 006B: 10@ *= 10@ // (float)
  89. 006B: 11@ *= 11@ // (float)
  90. 005B: 10@ += 11@ // (float)
  91. 01FB: 10@ = square_root 10@
  92. 0087: 11@ = 1@ // (float)
  93. 0087: 12@ = 10@ // (float)
  94. 0073: 11@ /= 12@ // (float)
  95. 0AA5: call 4327328 num_params 1 pop 1 11@
  96. 0AE9: pop_float 12@
  97. 0AA5: call 4775488 num_params 1 pop 1 11@
  98. 0AE9: pop_float 13@
  99. if
  100. call @NONAME_1266 0 16@
  101. else_jump @NONAME_827
  102. if
  103. call @NONAME_832 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
  104. else_jump @NONAME_827
  105. 15@ += 0.0389
  106. 0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0
  107.  
  108. :NONAME_827
  109. ret 0
  110.  
  111. :NONAME_832
  112. if
  113. 6@ == 5
  114. else_jump @NONAME_897
  115. 7@ = 0.01
  116. 8@ = 0.01
  117. 9@ = 1.5607
  118. 10@ = 1.5807
  119. jump @NONAME_1002
  120.  
  121. :NONAME_897
  122. if
  123. 6@ == 6
  124. else_jump @NONAME_962
  125. 7@ = 0.018
  126. 8@ = 0.02
  127. 9@ = 1.5507
  128. 10@ = 1.5907
  129. jump @NONAME_1002
  130.  
  131. :NONAME_962
  132. 7@ = 0.0
  133. 8@ = 0.0
  134. 9@ = 1.5707
  135. 10@ = 1.5707
  136.  
  137. :NONAME_1002
  138. if and
  139. 0025: 2@ > 0@ // (float)
  140. 0025: 3@ > 1@ // (float)
  141. else_jump @NONAME_1045
  142. 0063: 5@ -= 8@ // (float)
  143. 0087: 15@ = 5@ // (float)
  144.  
  145. :NONAME_1045
  146. if and
  147. 0025: 2@ > 0@ // (float)
  148. 8035: not 3@ >= 1@ // (float)
  149. else_jump @NONAME_1098
  150. 5@ *= -1.0
  151. 0063: 5@ -= 7@ // (float)
  152. 0087: 15@ = 5@ // (float)
  153.  
  154. :NONAME_1098
  155. if and
  156. 8035: not 2@ >= 0@ // (float)
  157. 0025: 3@ > 1@ // (float)
  158. else_jump @NONAME_1141
  159. 005B: 4@ += 9@ // (float)
  160. 0087: 15@ = 4@ // (float)
  161.  
  162. :NONAME_1141
  163. if and
  164. 8035: not 2@ >= 0@ // (float)
  165. 8035: not 3@ >= 1@ // (float)
  166. else_jump @NONAME_1194
  167. 4@ *= -1.0
  168. 0063: 4@ -= 10@ // (float)
  169. 0087: 15@ = 4@ // (float)
  170.  
  171. :NONAME_1194
  172. 0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
  173. 0063: 11@ -= 15@ // (float)
  174. if and
  175. not 11@ >= 0.18
  176. 11@ > -0.18
  177. else_jump @NONAME_1256
  178. 0485: NOP_true
  179. jump @NONAME_1258
  180.  
  181. :NONAME_1256
  182. 059A: NOP_false
  183.  
  184. :NONAME_1258
  185. ret 1 15@
  186.  
  187. :NONAME_1266
  188. 0A96: 0@ = actor $PLAYER_ACTOR struct
  189. 0@ += 1816
  190. 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
  191. if or
  192. 1@ == 2
  193. 1@ == 3
  194. 1@ == 4
  195. 1@ == 5
  196. 1@ == 6
  197. 1@ == 7
  198. else_jump @NONAME_1356
  199. 0485: NOP_true
  200. jump @NONAME_1358
  201.  
  202. :NONAME_1356
  203. 059A: NOP_false
  204.  
  205. :NONAME_1358
  206. ret 1 1@
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