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- {$CLEO .cs}
- 0000:
- thread "TehArgis"
- :MAIN
- wait 0
- if
- key_down 160
- jf @MAIN
- if
- Actor.Driving($PLAYER_ACTOR)
- then
- 0ACD: show_text_highpriority "~r~Shooter: ~g~ON" time 100
- if
- 0AB1: @GET_TARGET_CAR 0 _STORE_TO 10@
- then
- if
- key_down 1
- then
- 0AB1: @CREATE_VELOCITY_IN_LOOKING_DIRECTION 1 POWER 0.1 _STORE_TO 11@ 12@ 13@
- 07D5: set_car 10@ velocity_in_direction_XYZ 11@ 12@ 13@ rotation_velocitiesXY 0.0 0.0 unk 0.0
- 0AB1: @SYNC_VEHICLE 1 HANDLE 10@
- end
- end
- end
- jump @MAIN
- :SYNC_VEHICLE
- IF
- 0B2C: 1@ = get_vehicle_id_by_car_handle 0@
- THEN
- 0AC8: 31@ = allocate_memory_size 63 // struct stInCarData ( size = 63 )
- 0C0D: struct 31@ offset 0 size 2 = 1@ // sVehicleID;
- 0C0D: struct 31@ offset 2 size 2 = 0 // sLeftRightKeys;
- 0C0D: struct 31@ offset 4 size 2 = 0 // sUpDownKeys;
- 0C0D: struct 31@ offset 6 size 2 = 0 // sKeys;
- 0A97: 17@ = car 0@ struct
- 17@ += 0x14
- 0A8D: 17@ = read_memory 17@ size 4 virtual_protect 0
- 0AB1: call_scm_func @Quaternion_get 1 matrix_pointer 17@ Quat_x 18@ Quat_y 19@ Quat_z 20@ Quat_w 21@
- 0C0D: struct 31@ offset 8 size 4 = 18@
- 0C0D: struct 31@ offset 12 size 4 = 19@
- 0C0D: struct 31@ offset 16 size 4 = 20@
- 0C0D: struct 31@ offset 20 size 4 = 21@
- 0407: store_coords_to 24@ 23@ 22@ from_car 0@ with_offset 0.0 0.0 0.0
- 0C0D: struct 31@ offset 24 size 4 = 24@
- 0C0D: struct 31@ offset 28 size 4 = 23@
- 0C0D: struct 31@ offset 32 size 4 = 22@
- 0A97: 22@ = car 0@ struct
- 22@ += 68
- 0A8D: 21@ = read_memory 22@ size 4 virtual_protect 0
- 22@ += 0x4
- 0A8D: 20@ = read_memory 22@ size 4 virtual_protect 0
- 22@ += 0x4
- 0A8D: 19@ = read_memory 22@ size 4 virtual_protect 0
- 0C0D: struct 31@ offset 36 size 4 = 21@
- 0C0D: struct 31@ offset 40 size 4 = 20@
- 0C0D: struct 31@ offset 44 size 4 = 19@
- 0227: 18@ = car 0@ health
- 0093: 17@ = integer 18@ to_float
- 0C0D: struct 31@ offset 48 size 4 = 17@ // car hp
- 0226: 17@ = actor $PLAYER_ACTOR health
- 0C0D: struct 31@ offset 52 size 1 = 17@ // PLAYER
- 04DD: 16@ = actor $PLAYER_ACTOR armour
- 0C0D: struct 31@ offset 53 size 1 = 16@ // ARMOUR
- 0C0D: struct 31@ offset 54 size 1 = 0 // weapon
- 0C0D: struct 31@ offset 55 size 1 = 0 // siren
- 0C0D: struct 31@ offset 56 size 1 = 0
- 0C0D: struct 31@ offset 57 size 2 = 0
- 0C0D: struct 31@ offset 59 size 4 = 0.0 // train speed
- 0B3D: raknet 29@ = new_bit_stream
- 0B40: raknet bit_stream 29@ write 200 type 0 size 1
- 0B40: raknet bit_stream 29@ write 31@ type 5 size 63
- 0B8B: raknet send bit_stream 29@
- 0B3E: raknet delete_bit_stream 29@
- 0AC9: free_allocated_memory 31@
- END
- 0AB2: 0
- :Quaternion_get
- 0C0C: 1@ = struct 0@ offset 0 size 4
- 0C0C: 2@ = struct 0@ offset 4 size 4
- 0C0C: 3@ = struct 0@ offset 8 size 4
- 0C0C: 4@ = struct 0@ offset 16 size 4
- 0C0C: 5@ = struct 0@ offset 20 size 4
- 0C0C: 6@ = struct 0@ offset 24 size 4
- 0C0C: 7@ = struct 0@ offset 32 size 4
- 0C0C: 8@ = struct 0@ offset 36 size 4
- 0C0C: 9@ = struct 0@ offset 40 size 4
- 005B: 10@ = 1@
- 005B: 10@ += 5@
- 005B: 10@ += 9@
- if 0021: 10@ > 0.0
- then
- 0007: 0@ = 0.5
- 000B: 10@ += 1.0
- 01FB: sqrt 10@ store_to 10@
- 0073: 0@ /= 10@ //s
- 0007: 15@ = 0.25
- 0073: 15@ /= 0@ //w
- 005B: 16@ = 8@ //x
- 0063: 16@ -= 6@
- 006B: 16@ *= 0@
- 005B: 17@ = 3@ //y
- 0063: 17@ -= 7@
- 006B: 17@ *= 0@
- 005B: 18@ = 4@ //z
- 0063: 18@ -= 2@
- 006B: 18@ *= 0@
- else if and
- 0025: 1@ > 5@
- 0025: 1@ > 9@
- then
- 0007: 0@ = 2.0
- 0007: 10@ = 1.0
- 005B: 10@ += 1@
- 0063: 10@ -= 5@
- 0063: 10@ -= 9@
- 01FB: sqrt 10@ store_to 10@
- 006B: 0@ *= 10@ //s
- 005B: 15@ = 8@ //w
- 0063: 15@ -= 6@
- 0073: 15@ /= 0@
- 0007: 16@ = 0.25 //x
- 006B: 16@ *= 0@
- 005B: 17@ = 2@
- 005B: 17@ += 4@
- 0073: 17@ /= 0@
- 005B: 18@ = 3@
- 005B: 18@ += 7@
- 0073: 18@ /= 0@
- else if 0025: 5@ > 9@
- then
- 0007: 0@ = 2.0
- 0007: 10@ = 1.0
- 005B: 10@ += 5@
- 0063: 10@ -= 1@
- 0063: 10@ -= 9@
- 01FB: sqrt 10@ store_to 10@
- 006B: 0@ *= 10@ //s
- 005B: 15@ = 3@ //w
- 0063: 15@ -= 7@
- 0073: 15@ /= 0@
- 005B: 16@ = 2@ //x
- 005B: 16@ += 4@
- 0073: 16@ /= 0@
- 0007: 17@ = 0.25 //y
- 006B: 17@ *= 0@
- 005B: 18@ = 6@ //z
- 005B: 18@ += 8@
- 0073: 18@ /= 0@
- else
- 0007: 0@ = 2.0
- 0007: 10@ = 1.0
- 005B: 10@ += 9@
- 0063: 10@ -= 1@
- 0063: 10@ -= 5@
- 01FB: sqrt 10@ store_to 10@
- 006B: 0@ *= 10@ //s
- 005B: 15@ = 4@ //w
- 0063: 15@ -= 2@
- 0073: 15@ /= 0@
- 005B: 16@ = 3@ //x
- 005B: 16@ += 7@
- 0073: 16@ /= 0@
- 005B: 17@ = 6@ //y
- 005B: 17@ += 8@
- 0073: 17@ /= 0@
- 0007: 18@ = 0.25 //z
- 006B: 18@ *= 0@
- end
- end
- end
- 0AB2: ret 4 15@ 16@ 17@ 18@
- :GET_TARGET_CAR
- 8@ = 0 {GOT_CAR?,FALSE}
- if
- 0AE2: 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 99999.0 find_next 0 pass_wrecked 0
- then
- REPEAT
- if
- 00DF: actor $PLAYER_ACTOR driving
- then
- 03C0: 7@ = actor $PLAYER_ACTOR car
- else
- 7@ = -1
- end
- 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0
- 0AB1: @getScreenXYFrom3DCoords 3 3D_coords_X 1@ 2@ 3@ _to X 4@ Y 5@
- 03F0: enable_text_draw 1
- //038E: draw_box_position 320.0 200.0 size 50.0 50.0 RGBA 0 0 0 100 {TARGET_SPOT_POINT}
- 0509: 6@ = distance_between_XY 320.0 200.0 and_XY 4@ 5@
- if and
- 803B: 0@ == 7@ NOT_MY_CAR
- 02CA: 0@ IN_VIEW
- 6@ < 50.0 { ITS NEAR MY TARGET_SPOTTER POINT }
- then
- 8@ = 1 {GOT_CAR?,TRUE}
- break
- end
- UNTIL 8AE2: 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 99999.0 find_next 1 pass_wrecked 0
- end
- if
- 8@ == 0
- then
- 059A: return_false
- else
- 0485: return_true
- end
- 0AB2: 1 0@
- //0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
- :getScreenXYFrom3DCoords
- 0AC7: 14@ = var 0@ offset
- 0AC7: 15@ = var 3@ offset
- 0AC7: 16@ = var 6@ offset
- 0AC7: 17@ = var 9@ offset
- 0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
- 0007: 12@ = 640.0
- 0007: 13@ = 448.0
- 0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
- 0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
- 0093: 14@ = integer 14@ to_float
- 0093: 15@ = integer 15@ to_float
- 0073: 12@ /= 14@
- 0073: 13@ /= 15@
- 006B: 3@ *= 12@
- 006B: 4@ *= 13@
- 0AB2: ret 2 3@ 4@
- //0AB1: @CREATE_VELOCITY_IN_LOOKING_DIRECTION 1 POWER 1.0 _STORE_TO 4@ 5@ 6@
- :CREATE_VELOCITY_IN_LOOKING_DIRECTION
- 0087: 13@ = 0@ // (float)
- Actor.StorePos($PLAYER_ACTOR, 20@, 21@, 22@)
- 068D: get_camera_position_to 24@ 25@ 26@
- 0063: 20@ -= 24@ // (float)
- 0063: 21@ -= 25@ // (float)
- 0063: 22@ -= 26@ // (float)
- Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
- 006B: 20@ *= 13@ // (float)
- 006B: 21@ *= 13@ // (float)
- 006B: 22@ *= 13@ // (float)
- 005B: 22@ += 13@ // (float)
- 005B: 0@ += 20@ // (float)
- 005B: 1@ += 21@ // (float)
- 005B: 2@ += 22@ // (float)
- Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
- 0063: 0@ -= 3@ // (float)
- 0063: 1@ -= 4@ // (float)
- 0063: 2@ -= 5@ // (float)
- 0AB2: RET 3 0@ 1@ 2@
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