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- {$CLEO .cs}
- 0000: NOP
- repeat
- wait 50
- until 0AFA: is_samp_structures_available
- 0AF8: samp add_message_to_chat "{F7F694}shootingIndicator mod. Use {FF4800}/sihelp {F7F694}to see commands"
- 0B34: samp register_client_command "si" to_label @sitog
- 0B34: samp register_client_command "sihelp" to_label @sihelp
- 0B34: samp register_client_command "sipos" to_label @sipos
- 0B34: samp register_client_command "sisize" to_label @sisize
- 0AC8: 10@ = allocate_memory_size 260
- 0AC8: 9@ = allocate_memory_size 260
- 0AC8: 8@ = allocate_memory_size 260
- 0AC8: 7@ = allocate_memory_size 260
- 0AC8: 6@ = allocate_memory_size 260
- 0AC8: 5@ = allocate_memory_size 260
- 0AC8: 4@ = allocate_memory_size 260
- 0AC8: 3@ = allocate_memory_size 260
- 0390: load_txd_dictionary 'wpn'
- 038F: load_texture "upr" as 1 //ak
- 038F: load_texture "upl" as 2
- 038F: load_texture "up" as 3
- 038F: load_texture "triang" as 4
- 038F: load_texture "square" as 5
- 038F: load_texture "right" as 6
- 038F: load_texture "left" as 7
- 038F: load_texture "downr" as 8
- 038F: load_texture "downl" as 9
- 038F: load_texture "down" as 10
- 038F: load_texture "cross" as 11
- 038F: load_texture "cring" as 12
- 038F: load_texture "circle" as 13
- 038F: load_texture "chit" as 14
- 13@ = 0
- 33@ = 0
- const
- FONT = 31@
- ARRAY = 11@
- /*
- int shooterColor
- int victimColor
- int weaponNum
- */
- CLR_SHOOT_BUFF = 12@
- CLR_VICT_BUFF = 21@
- WEP_BUFF = 17@
- POS_X = 14@
- POS_Y = 15@
- POS_Y_BUFF = 18@
- FONT_SIZE = 19@
- SWITCH = 27@
- STR_FONT_NAME = 20@
- TOG_ADJUST_MODE_SIZE = 22@
- TOG_ADJUST_MODE_POS = 23@
- DISPLAY_OFFSET_Y = 24@
- //free vars: 18@ 19@ 20@ 22@ 23@ 24@ 25@ 26@ 30@
- end
- alloc ARRAY 128
- alloc STR_FONT_NAME 64
- if 0AAB: file_exists "CLEO\shootingIndicatorSettings.ini"
- then
- 0AF0: POS_X = get_int_from_ini_file "CLEO\shootingIndicatorSettings.ini" section "Settings" key "x"
- 0AF0: POS_Y = get_int_from_ini_file "CLEO\shootingIndicatorSettings.ini" section "Settings" key "y"
- 0AF0: FONT_SIZE = get_int_from_ini_file "CLEO\shootingIndicatorSettings.ini" section "Settings" key "font_size"
- 0AF0: SWITCH = get_int_from_ini_file "CLEO\shootingIndicatorSettings.ini" section "Settings" key "switch"
- 0AF4: STR_FONT_NAME = read_string_from_ini_file "CLEO\statDisplaySettings.ini" section "Settings" key "font_name"
- 0085: DISPLAY_OFFSET_Y = FONT_SIZE // (int
- 0012: DISPLAY_OFFSET_Y *= 4
- //0016: DISPLAY_OFFSET_Y /= 7
- end
- 0B6D: render FONT = create STR_FONT_NAME height FONT_SIZE flags 5
- :First
- wait 0
- //variables for colors: 11@ 12@ 21@ 22@ 23@ 24@ 25@ 26@
- //switcher 27@
- //free 31@
- // 28@ = spam indicator
- if SWITCH == 1
- jf @First
- if TOG_ADJUST_MODE_SIZE == 1
- then
- if 0AB1: @Adjust_Font_Size 1 FONT_SIZE _ret FONT_SIZE
- then
- 0085: DISPLAY_OFFSET_Y = FONT_SIZE // (int
- 0012: DISPLAY_OFFSET_Y *= 4
- //0016: DISPLAY_OFFSET_Y /= 7
- 0AB1: @ReloadFont 4 FONT STR_FONT_NAME FONT_SIZE 5 _retFont FONT
- wait 100
- end
- end
- if TOG_ADJUST_MODE_POS == 1
- then
- 0AB1: @Position 2 POS_X POS_Y _return POS_X POS_Y
- end
- if 0029: 13@ >= 1
- then
- 0085: POS_Y_BUFF = POS_Y // (int)
- 0AB1: @IntArray_Read 2 ARRAY 1 _returned CLR_SHOOT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 2 _returned CLR_VICT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 3 _returned WEP_BUFF
- if 28@ == 1
- then
- 28@ = 0
- 0AB1: call_scm_func @DrawText 9 shooterName 3@ victimName 4@ POS_X POS_Y_BUFF weaponImage WEP_BUFF shooterColor 0xF21C00 victimColor 0xF21C00 FONT DISPLAY_OFFSET_Y
- else
- 0AB1: call_scm_func @DrawText 9 shooterName 3@ victimName 4@ POS_X POS_Y_BUFF weaponImage WEP_BUFF shooterColor CLR_SHOOT_BUFF victimColor CLR_VICT_BUFF FONT DISPLAY_OFFSET_Y
- end
- 005A: POS_Y_BUFF += DISPLAY_OFFSET_Y // (int)
- end
- if 0029: 13@ >= 2
- then
- 0AB1: @IntArray_Read 2 ARRAY 4 _returned CLR_SHOOT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 5 _returned CLR_VICT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 6 _returned WEP_BUFF
- if 28@ == 2
- then
- 28@ = 0
- 0AB1: call_scm_func @DrawText 9 shooterName 5@ victimName 6@ POS_X POS_Y_BUFF weaponImage WEP_BUFF shooterColor 0xF21C00 victimColor 0xF21C00 FONT DISPLAY_OFFSET_Y
- else
- 0AB1: call_scm_func @DrawText 9 shooterName 5@ victimName 6@ POS_X POS_Y_BUFF weaponImage WEP_BUFF shooterColor CLR_SHOOT_BUFF victimColor CLR_VICT_BUFF FONT DISPLAY_OFFSET_Y
- end
- 005A: POS_Y_BUFF += DISPLAY_OFFSET_Y // (int)
- end
- if 0029: 13@ >= 3
- then
- 0AB1: @IntArray_Read 2 ARRAY 7 _returned CLR_SHOOT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 8 _returned CLR_VICT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 9 _returned WEP_BUFF
- if 28@ == 3
- then
- 28@ = 0
- 0AB1: call_scm_func @DrawText 9 shooterName 7@ victimName 8@ POS_X POS_Y_BUFF weaponImage WEP_BUFF shooterColor 0xF21C00 victimColor 0xF21C00 FONT DISPLAY_OFFSET_Y
- else
- 0AB1: @IntArray_Read 2 ARRAY 7 _returned CLR_SHOOT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 8 _returned CLR_VICT_BUFF
- 0AB1: call_scm_func @DrawText 9 shooterName 7@ victimName 8@ POS_X POS_Y_BUFF weaponImage WEP_BUFF shooterColor CLR_SHOOT_BUFF victimColor CLR_VICT_BUFF FONT DISPLAY_OFFSET_Y
- end
- 005A: POS_Y_BUFF += DISPLAY_OFFSET_Y // (int)
- end
- if 0029: 13@ >= 4
- then
- 0AB1: @IntArray_Read 2 ARRAY 10 _returned CLR_SHOOT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 11 _returned CLR_VICT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 12 _returned WEP_BUFF
- if 28@ == 4
- then
- 28@ = 0
- 0AB1: call_scm_func @DrawText 9 shooterName 9@ victimName 10@ POS_X POS_Y_BUFF weaponImage WEP_BUFF shooterColor 0xF21C00 victimColor 0xF21C00 FONT DISPLAY_OFFSET_Y
- else
- 0AB1: call_scm_func @DrawText 9 shooterName 9@ victimName 10@ POS_X POS_Y_BUFF weaponImage WEP_BUFF shooterColor CLR_SHOOT_BUFF victimColor CLR_VICT_BUFF FONT DISPLAY_OFFSET_Y
- end
- 005A: POS_Y_BUFF += DISPLAY_OFFSET_Y // (int)
- end
- for 30@ = 0 to 1001
- if 30@ == 1001
- then
- 0AB1: call_scm_func @PlayerActor_to_var 1 Actor handle $PLAYER_ACTOR _var 1@
- 2@ = 0
- 0AB1: call_scm_func @WasPlayerHit 1 Actor handle 1@ _returned 2@ _weaponName 16@ // 1@ = 1 means that hit, 1@ == 0 means not hit
- if 2@ == 1
- then
- for 29@ = 0 to 1000
- if
- SAMP.IsPlayerConnected(29@)
- then
- if
- 0@ = SAMP.GetActorHandleByPlayerID(29@)
- then
- if
- 051A: actor 1@ damaged_by_actor 0@
- then
- jump @Second
- end
- end
- end
- end
- end
- else
- if
- SAMP.IsPlayerConnected(30@)
- then
- if
- 1@ = SAMP.GetActorHandleByPlayerID(30@)
- then
- 2@ = 0
- 0AB1: call_scm_func @WasPlayerHit 1 Actor handle 1@ _returned 2@ _weaponName 16@ // 1@ = 1 means that hit, 1@ == 0 means not hit
- if 2@ == 1
- then
- for 29@ = 0 to 1001
- if 29@ == 1001
- then
- 0AB1: call_scm_func @PlayerActor_to_var 1 Actor handle $PLAYER_ACTOR _var 0@
- if
- 051A: actor 1@ damaged_by_actor 0@
- then
- jump @Second
- end
- else
- if
- SAMP.IsPlayerConnected(29@)
- then
- if
- 0@ = SAMP.GetActorHandleByPlayerID(29@)
- then
- if
- 051A: actor 1@ damaged_by_actor 0@
- then
- jump @Second
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- jump @First
- :Second // 0@ = shooter 1@ = victim
- //variables for colors: 11@ 12@ 21@ 22@ 23@ 24@ 25@ 26@
- //switcher 27@
- //free 28@ 31@
- wait 0
- 054E: clear_actor 1@ damage
- 0467: clear_actor 0@ last_weapon_damage
- if and
- 056D: actor 0@ defined
- 056D: actor 1@ defined
- then
- if 001B: 15000 > 33@
- then
- 0AB1: call_scm_func @GetActorName 1 Actor handle 0@ _returnedString 2@
- if
- 0C29: 30@ = stristr string1 3@ string2 2@
- //0C14: strcmp string1 3@ string2 2@
- then
- 0AB1: call_scm_func @GetActorName 1 Actor handle 1@ _returnedString 2@
- if
- 0C29: 30@ = stristr string1 4@ string2 2@
- //0C14: strcmp string1 4@ string2 2@
- then
- 28@ = 1
- jump @First
- end
- end
- 0AB1: call_scm_func @GetActorName 1 Actor handle 0@ _returnedString 2@
- if
- 0C29: 30@ = stristr string1 5@ string2 2@
- //0C14: strcmp string1 5@ string2 2@
- then
- 0AB1: call_scm_func @GetActorName 1 Actor handle 1@ _returnedString 2@
- if
- 0C29: 30@ = stristr string1 6@ string2 2@
- //0C14: strcmp string1 6@ string2 2@
- then
- 28@ = 2
- jump @First
- end
- end
- 0AB1: call_scm_func @GetActorName 1 Actor handle 0@ _returnedString 2@
- if
- 0C29: 30@ = stristr string1 7@ string2 2@
- //0C14: strcmp string1 7@ string2 2@
- then
- 0AB1: call_scm_func @GetActorName 1 Actor handle 1@ _returnedString 2@
- if
- 0C29: 30@ = stristr string1 8@ string2 2@
- //0C14: strcmp string1 8@ string2 2@
- then
- 28@ = 3
- jump @First
- end
- end
- 0AB1: call_scm_func @GetActorName 1 Actor handle 0@ _returnedString 2@
- if
- 0C29: 30@ = stristr string1 9@ string2 2@
- //0C14: strcmp string1 9@ string2 2@
- then
- 0AB1: call_scm_func @GetActorName 1 Actor handle 1@ _returnedString 2@
- if
- 0C29: 30@ = stristr string1 10@ string2 2@
- //0C14: strcmp string1 10@ string2 2@
- then
- 28@ = 4
- jump @First
- end
- end
- end
- if 0029: 13@ >= 3
- then
- 0AB1: @IntArray_Read 2 ARRAY 7 _returned CLR_SHOOT_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 10 val CLR_SHOOT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 8 _returned CLR_VICT_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 11 CLR_VICT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 9 _returned WEP_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 12 WEP_BUFF
- 0C13: strcpy destination 9@ source 7@
- 0C13: strcpy destination 10@ source 8@
- end
- if 0029: 13@ >= 2
- then
- 0AB1: @IntArray_Read 2 ARRAY 4 _returned CLR_SHOOT_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 7 val CLR_SHOOT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 5 _returned CLR_VICT_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 8 CLR_VICT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 6 _returned WEP_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 9 WEP_BUFF
- 0C13: strcpy destination 7@ source 5@
- 0C13: strcpy destination 8@ source 6@
- end
- if 0029: 13@ >= 1
- then
- 0AB1: @IntArray_Read 2 ARRAY 1 _returned CLR_SHOOT_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 4 val CLR_SHOOT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 2 _returned CLR_VICT_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 5 CLR_VICT_BUFF
- 0AB1: @IntArray_Read 2 ARRAY 3 _returned WEP_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 6 WEP_BUFF
- 0C13: strcpy destination 5@ source 3@
- 0C13: strcpy destination 6@ source 4@
- end
- 0AB1: @IntArray_Write 3 ARRAY 3 16@
- 0AB1: call_scm_func @GetActorNameAndColor 1 Actor handle 0@ _returnedString 3@ _returnedColor CLR_SHOOT_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 1 CLR_SHOOT_BUFF
- 0AB1: call_scm_func @GetActorNameAndColor 1 Actor handle 1@ _returnedString 4@ _returnedColor CLR_VICT_BUFF
- 0AB1: @IntArray_Write 3 ARRAY 2 CLR_VICT_BUFF
- 13@ += 1
- 33@ = 0
- end
- jump @First
- :sitog
- 0B12: SWITCH = SWITCH XOR 1
- if SWITCH == 1
- then
- 0AD1: show_formatted_text_highpriority "shootingIndicator is ~G~enabled" time 800
- else
- 0AD1: show_formatted_text_highpriority "shootingIndicator is ~R~disabled" time 800
- end
- 0AF1: write_int SWITCH to_ini_file "CLEO\shootingIndicatorSettings.ini" section "Settings" key "switch"
- samp.CmdRet
- :sihelp
- 0AF8: samp add_message_to_chat "{FF4800}shootingIndicator {F7F694}commands:"
- 0AF8: samp add_message_to_chat "{FFFFFF}/si {F7F694}(toggle whole mod)"
- 0AF8: samp add_message_to_chat "{FFFFFF}/sipos {F7F694}(adjust position)"
- 0AF8: samp add_message_to_chat "{FFFFFF}/sisize {F7F694}(set size)"
- samp.CmdRet()
- :sisize
- 0B12: TOG_ADJUST_MODE_SIZE = TOG_ADJUST_MODE_SIZE XOR 1
- samp.CmdRet()
- :sipos
- 0B12: TOG_ADJUST_MODE_POS = TOG_ADJUST_MODE_POS XOR 1
- samp.CmdRet()
- // FUNCTIONS
- //
- //
- //
- //
- //
- //
- //
- //
- //
- //
- //0AB1: @IntArray_Write 3 array 0@ index 1@ val 2@ _retArray
- :IntArray_Write
- 0012: 1@ *= 4
- 005A: 1@ += 0@ // (int)
- 0A8C: write_memory 1@ size 4 value 2@ virtual_protect 1
- 0AB2: ret 0
- //0AB1: @IntArray_Read array 0@ index 1@ _returned
- :IntArray_Read
- 0012: 1@ *= 4
- 005A: 1@ += 0@ // (int)
- 0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
- 0AB2: ret 1 2@
- //0AB1: call_scm_func @GetActorNameAndColor 1 Actor handle 0@ _returnedString 3@ _returnedColor 11@
- :GetActorNameAndColor
- 0AC8: 4@ = allocate_memory_size 260
- 0AC8: 3@ = allocate_memory_size 260
- 0B2B: samp 1@ = get_player_id_by_actor_handle 0@
- 0B36: samp 2@ = get_player_nickname 1@
- 0C13: strcpy destination 3@ source 2@ // to prevent bug
- 0AD3: 4@ = format "(%d)" 1@
- 0C15: strcat destination 3@ source 4@
- 0B37: samp 5@ = get_player_color 1@
- 0AC9: free_allocated_memory 4@
- 0AB2: ret 2 3@ 5@
- //0AB1: call_scm_func @GetActorName 1 Actor handle 1@ _returnedString 2@
- :GetActorName
- 0AC8: 4@ = allocate_memory_size 260
- 0AC8: 3@ = allocate_memory_size 260
- 0B2B: samp 1@ = get_player_id_by_actor_handle 0@
- 0B36: samp 2@ = get_player_nickname 1@
- 0C13: strcpy destination 3@ source 2@ // to prevent bug
- 0AD3: 4@ = format "(%d)" 1@
- 0C15: strcat destination 3@ source 4@
- 0AC9: free_allocated_memory 4@
- 0AB2: ret 1 3@
- //0AB1: call_scm_func @DrawText 7 shooterName 0@ victimName 1@ posX 2@ posY 3@ weaponImage 4@ shooterColor 5@ victimColor 6@ font 7@ DISPLAY_OFFSET_Y 8@
- :DrawText
- 0085: 30@ = 8@ // (int)
- 0093: 30@ = integer 30@ to_float
- 30@ /= 2.5
- 8@ *= 2
- 0B6B: render 31@ = 7@ get_length_of 0@
- 0062: 2@ -= 31@ // (int)
- 0B6F: render 7@ draw_text 0@ of pos 2@ 3@ color 5@
- 005A: 2@ += 31@ // (int)
- 005A: 2@ += 8@
- 8@ /= 2
- 0B6F: render 7@ draw_text 1@ of pos 2@ 3@ color 6@
- 0062: 2@ -= 8@
- 3@ += 9
- 0B5F: convert_window_screen_coords 2@ 3@ to_game_screen_coords 2@ 3@
- 03F0: enable_text_draw 1
- 03E3: set_texture_to_be_drawn_antialiased 4@
- if and
- 6@ == 0xF21C00
- 5@ == 0xF21C00
- then
- 038D: draw_texture 4@ position 2@ 3@ size 30@ 30@ RGBA 200 0 0 255
- else
- 038D: draw_texture 4@ position 2@ 3@ size 30@ 30@ RGBA 255 255 255 255
- end
- 0AB2: ret 0
- /*
- //0AB1: @Draw 7 FONT FONT_SIZE STR_ DISPLAY_POS_X DISPLAY_POS_Y_BUFF CLR ALIGNMENT _ret DISPLAY_POS_Y_BUFF
- :Draw
- 0012: 1@ *= 10
- 0016: 1@ /= 7
- 005A: 4@ += 1@ // (int)
- if 6@ == 0 // left
- then
- 0B6F: render 0@ draw_text 2@ of pos 3@ 4@ color 5@
- else
- 0B6B: render 30@ = 0@ get_length_of 2@
- if 6@ == 1 //center
- then
- 0016: 6@ /= 2
- end
- 0085: 29@ = 3@
- 0062: 29@ -= 30@
- 0B6F: render 0@ draw_text 2@ of pos 29@ 4@ color 5@
- end
- 0AB2: ret 1 4@
- */
- //0AB1: call_scm_func @WasPlayerHit 1 Actor handle $PLAYER_ACTOR _returned 1@ _weaponDrawNumber 3@ // 1@ = 1 means that hit, 1@ == 0 means not hit
- :WasPlayerHit
- 2@ = 0
- if
- 031D: actor 0@ hit_by_weapon 22 //Colt
- then
- 2@ = 1
- 3@ = 2
- else
- if
- 031D: actor 0@ hit_by_weapon 23 //Silenced
- then
- 2@ = 1
- 3@ = 11
- else
- if
- 031D: actor 0@ hit_by_weapon 24 //Deagle
- then
- 2@ = 1
- 3@ = 4
- else
- if
- 031D: actor 0@ hit_by_weapon 25 //Shotgun
- then
- 2@ = 1
- 3@ = 10
- else
- if
- 031D: actor 0@ hit_by_weapon 26 //Sawn
- then
- 2@ = 1
- 3@ = 9
- else
- if
- 031D: actor 0@ hit_by_weapon 27 //Combat shotgun
- then
- 2@ = 1
- 3@ = 3
- else
- if
- 031D: actor 0@ hit_by_weapon 28 //Uzi
- then
- 2@ = 1
- 3@ = 14
- else
- if
- 031D: actor 0@ hit_by_weapon 29 //Mp5
- then
- 2@ = 1
- 3@ = 7
- else
- if
- 031D: actor 0@ hit_by_weapon 30 //AK47
- then
- 2@ = 1
- 3@ = 1
- else
- if
- 031D: actor 0@ hit_by_weapon 31 //M4
- then
- 2@ = 1
- 3@ = 5
- else
- if
- 031D: actor 0@ hit_by_weapon 32 //Tec9
- then
- 2@ = 1
- 3@ = 13
- else
- if
- 031D: actor 0@ hit_by_weapon 33 //Rifle
- then
- 2@ = 1
- 3@ = 8
- else
- if
- 031D: actor 0@ hit_by_weapon 34 //Sniper
- then
- 2@ = 1
- 3@ = 12
- else
- if
- 031D: actor 0@ hit_by_weapon 38 //Minigun
- then
- 2@ = 1
- 3@ = 6
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- 0AB2: ret 2 2@ 3@
- //0AB1: call_scm_func @PlayerActor_to_var 1 Actor handle $PLAYER_ACTOR Var 1@
- :PlayerActor_to_var
- 00A0: store_actor 0@ position_to 1@ 2@ 3@
- 0AB2: ret 1 0@
- /*
- if 0AB1: @ReadBoolBitFromArray 2 ARRAY_TOG BIT_INDEX_MODE_ADJUSTSIZE
- then
- if 0AB1: @Adjust_Font_Size 1 FONT_SIZE _ret FONT_SIZE
- then
- 0AB1: @ReloadFont 4 FONT STR_FONT_NAME FONT_SIZE FONT_FLAGS _retFont FONT
- wait 100
- end
- end
- */
- :Adjust_Font_Size
- 31@ = false
- if key_down 104
- then
- 0@ += 1
- 31@ = true
- 0485: return_true
- else
- if key_down 98
- then
- 0@ -= 1
- 31@ = true
- end
- end
- if 001B: 1 > 0@
- then
- 0@ = 1
- else
- if 0019: 0@ > 63
- then
- 0@ = 63
- end
- end
- 0AD1: show_formatted_text_highpriority "Use numpad 8 and 2 to increase/decrease font size + use /sisize again to exit editing" time 100 0xF7F694
- if 31@ == true
- then
- 0AF1: write_int 0@ to_ini_file "CLEO\shootingIndicatorSettings.ini" section "Settings" key "font_size"
- 0485: return_true
- else
- 059A: return_false
- end
- 0AB2: ret 1 0@
- /*
- if 0AB1: @ReadBoolBitFromArray 2 ARRAY_TOG BIT_INDEX_MODE_ADJUSTPOS
- then 0AB1: @Position_stats 2 DISPLAY_POS_X DISPLAY_POS_Y _return DISPLAY_POS_X DISPLAY_POS_Y
- end
- */
- :Position
- 0B5D: samp toggle_cursor 1
- if key_down 1
- then
- 0B5E: get_cursor_pos 0@ 1@
- //0B5F: convert_window_screen_coords 8@ 9@ to_game_screen_coords 10@ 11@
- 0AF1: write_int 0@ to_ini_file "CLEO\shootingIndicatorSettings.ini" section "Settings" key "x"
- 0AF1: write_int 1@ to_ini_file "CLEO\shootingIndicatorSettings.ini" section "Settings" key "y"
- end
- //03E3: set_texture_to_be_drawn_antialiased 6
- //03F0: enable_text_draw 1
- //038D: draw_texture 6 position 0@ 1@ size 129.142960 45.333576 RGBA 150 150 150 150
- 0AD1: show_formatted_text_highpriority "Click anywhere + use /sipos again to exit editing" time 100 0xF7F694
- 0AB2: ret 2 0@ 1@
- //0AB1: @ReloadFont 4 FONT STR_FONT_NAME FONT_SIZE FONT_FLAGS _retFont FONT
- :ReloadFont
- 0B6E: render release 0@
- 0B6D: render 0@ = create 1@ height 2@ flags 3@
- 0AB2: ret 1 0@
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