TeHArGiS10

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Jun 4th, 2016
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  1. {$CLEO .cs}
  2. 0000:
  3. thread "TehArgis"
  4.  
  5. :MAIN
  6. wait 0
  7. if
  8. key_down 160
  9. jf @MAIN
  10. if
  11. Actor.Driving($PLAYER_ACTOR)
  12. then
  13. 0ACD: show_text_highpriority "~r~Shooter: ~g~ON" time 100
  14. if
  15. 0AB1: @GET_TARGET_CAR 0 _STORE_TO 10@
  16. then
  17. if
  18. key_down 1
  19. then
  20. 0AB1: @CREATE_VELOCITY_IN_LOOKING_DIRECTION 1 POWER 0.1 _STORE_TO 11@ 12@ 13@
  21. 07D5: set_car 10@ velocity_in_direction_XYZ 11@ 12@ 13@ rotation_velocitiesXY 0.0 0.0 unk 0.0
  22. 0AB1: @SYNC_VEHICLE 1 HANDLE 10@
  23. end
  24. end
  25. end
  26. jump @MAIN
  27.  
  28. :SYNC_VEHICLE
  29. IF
  30. 0B2C: 1@ = get_vehicle_id_by_car_handle 0@
  31. THEN
  32. 0AC8: 31@ = allocate_memory_size 63 // struct stInCarData ( size = 63 )
  33. 0C0D: struct 31@ offset 0 size 2 = 1@ // sVehicleID;
  34. 0C0D: struct 31@ offset 2 size 2 = 0 // sLeftRightKeys;
  35. 0C0D: struct 31@ offset 4 size 2 = 0 // sUpDownKeys;
  36. 0C0D: struct 31@ offset 6 size 2 = 0 // sKeys;
  37. 0A97: 17@ = car 0@ struct
  38. 17@ += 0x14
  39. 0A8D: 17@ = read_memory 17@ size 4 virtual_protect 0
  40. 0AB1: call_scm_func @Quaternion_get 1 matrix_pointer 17@ Quat_x 18@ Quat_y 19@ Quat_z 20@ Quat_w 21@
  41. 0C0D: struct 31@ offset 8 size 4 = 18@
  42. 0C0D: struct 31@ offset 12 size 4 = 19@
  43. 0C0D: struct 31@ offset 16 size 4 = 20@
  44. 0C0D: struct 31@ offset 20 size 4 = 21@
  45. 0407: store_coords_to 24@ 23@ 22@ from_car 0@ with_offset 0.0 0.0 0.0
  46. 0C0D: struct 31@ offset 24 size 4 = 24@
  47. 0C0D: struct 31@ offset 28 size 4 = 23@
  48. 0C0D: struct 31@ offset 32 size 4 = 22@
  49. 0A97: 22@ = car 0@ struct
  50. 22@ += 68
  51. 0A8D: 21@ = read_memory 22@ size 4 virtual_protect 0
  52. 22@ += 0x4
  53. 0A8D: 20@ = read_memory 22@ size 4 virtual_protect 0
  54. 22@ += 0x4
  55. 0A8D: 19@ = read_memory 22@ size 4 virtual_protect 0
  56. 0C0D: struct 31@ offset 36 size 4 = 21@
  57. 0C0D: struct 31@ offset 40 size 4 = 20@
  58. 0C0D: struct 31@ offset 44 size 4 = 19@
  59. 0227: 18@ = car 0@ health
  60. 0093: 17@ = integer 18@ to_float
  61. 0C0D: struct 31@ offset 48 size 4 = 17@ // car hp
  62. 0226: 17@ = actor $PLAYER_ACTOR health
  63. 0C0D: struct 31@ offset 52 size 1 = 17@ // PLAYER
  64. 04DD: 16@ = actor $PLAYER_ACTOR armour
  65. 0C0D: struct 31@ offset 53 size 1 = 16@ // ARMOUR
  66. 0C0D: struct 31@ offset 54 size 1 = 0 // weapon
  67. 0C0D: struct 31@ offset 55 size 1 = 0 // siren
  68. 0C0D: struct 31@ offset 56 size 1 = 0
  69. 0C0D: struct 31@ offset 57 size 2 = 0
  70. 0C0D: struct 31@ offset 59 size 4 = 0.0 // train speed
  71. 0B3D: raknet 29@ = new_bit_stream
  72. 0B40: raknet bit_stream 29@ write 200 type 0 size 1
  73. 0B40: raknet bit_stream 29@ write 31@ type 5 size 63
  74. 0B8B: raknet send bit_stream 29@
  75. 0B3E: raknet delete_bit_stream 29@
  76. 0AC9: free_allocated_memory 31@
  77. END
  78. 0AB2: 0
  79.  
  80.  
  81. :Quaternion_get
  82. 0C0C: 1@ = struct 0@ offset 0 size 4
  83. 0C0C: 2@ = struct 0@ offset 4 size 4
  84. 0C0C: 3@ = struct 0@ offset 8 size 4
  85. 0C0C: 4@ = struct 0@ offset 16 size 4
  86. 0C0C: 5@ = struct 0@ offset 20 size 4
  87. 0C0C: 6@ = struct 0@ offset 24 size 4
  88. 0C0C: 7@ = struct 0@ offset 32 size 4
  89. 0C0C: 8@ = struct 0@ offset 36 size 4
  90. 0C0C: 9@ = struct 0@ offset 40 size 4
  91.  
  92. 005B: 10@ = 1@
  93. 005B: 10@ += 5@
  94. 005B: 10@ += 9@
  95.  
  96. if 0021: 10@ > 0.0
  97. then
  98. 0007: 0@ = 0.5
  99. 000B: 10@ += 1.0
  100. 01FB: sqrt 10@ store_to 10@
  101. 0073: 0@ /= 10@ //s
  102. 0007: 15@ = 0.25
  103. 0073: 15@ /= 0@ //w
  104. 005B: 16@ = 8@ //x
  105. 0063: 16@ -= 6@
  106. 006B: 16@ *= 0@
  107. 005B: 17@ = 3@ //y
  108. 0063: 17@ -= 7@
  109. 006B: 17@ *= 0@
  110. 005B: 18@ = 4@ //z
  111. 0063: 18@ -= 2@
  112. 006B: 18@ *= 0@
  113. else if and
  114. 0025: 1@ > 5@
  115. 0025: 1@ > 9@
  116. then
  117. 0007: 0@ = 2.0
  118. 0007: 10@ = 1.0
  119. 005B: 10@ += 1@
  120. 0063: 10@ -= 5@
  121. 0063: 10@ -= 9@
  122. 01FB: sqrt 10@ store_to 10@
  123. 006B: 0@ *= 10@ //s
  124. 005B: 15@ = 8@ //w
  125. 0063: 15@ -= 6@
  126. 0073: 15@ /= 0@
  127. 0007: 16@ = 0.25 //x
  128. 006B: 16@ *= 0@
  129. 005B: 17@ = 2@
  130. 005B: 17@ += 4@
  131. 0073: 17@ /= 0@
  132. 005B: 18@ = 3@
  133. 005B: 18@ += 7@
  134. 0073: 18@ /= 0@
  135. else if 0025: 5@ > 9@
  136. then
  137. 0007: 0@ = 2.0
  138. 0007: 10@ = 1.0
  139. 005B: 10@ += 5@
  140. 0063: 10@ -= 1@
  141. 0063: 10@ -= 9@
  142. 01FB: sqrt 10@ store_to 10@
  143. 006B: 0@ *= 10@ //s
  144. 005B: 15@ = 3@ //w
  145. 0063: 15@ -= 7@
  146. 0073: 15@ /= 0@
  147. 005B: 16@ = 2@ //x
  148. 005B: 16@ += 4@
  149. 0073: 16@ /= 0@
  150. 0007: 17@ = 0.25 //y
  151. 006B: 17@ *= 0@
  152. 005B: 18@ = 6@ //z
  153. 005B: 18@ += 8@
  154. 0073: 18@ /= 0@
  155. else
  156. 0007: 0@ = 2.0
  157. 0007: 10@ = 1.0
  158. 005B: 10@ += 9@
  159. 0063: 10@ -= 1@
  160. 0063: 10@ -= 5@
  161. 01FB: sqrt 10@ store_to 10@
  162. 006B: 0@ *= 10@ //s
  163. 005B: 15@ = 4@ //w
  164. 0063: 15@ -= 2@
  165. 0073: 15@ /= 0@
  166. 005B: 16@ = 3@ //x
  167. 005B: 16@ += 7@
  168. 0073: 16@ /= 0@
  169. 005B: 17@ = 6@ //y
  170. 005B: 17@ += 8@
  171. 0073: 17@ /= 0@
  172. 0007: 18@ = 0.25 //z
  173. 006B: 18@ *= 0@
  174. end
  175. end
  176. end
  177. 0AB2: ret 4 15@ 16@ 17@ 18@
  178.  
  179. :GET_TARGET_CAR
  180. 8@ = 0 {GOT_CAR?,FALSE}
  181. if
  182. 0AE2: 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 99999.0 find_next 0 pass_wrecked 0
  183. then
  184. REPEAT
  185. if
  186. 00DF: actor $PLAYER_ACTOR driving
  187. then
  188. 03C0: 7@ = actor $PLAYER_ACTOR car
  189. else
  190. 7@ = -1
  191. end
  192. 0407: store_coords_to 1@ 2@ 3@ from_car 0@ with_offset 0.0 0.0 0.0
  193. 0AB1: @getScreenXYFrom3DCoords 3 3D_coords_X 1@ 2@ 3@ _to X 4@ Y 5@
  194. 03F0: enable_text_draw 1
  195. //038E: draw_box_position 320.0 200.0 size 50.0 50.0 RGBA 0 0 0 100 {TARGET_SPOT_POINT}
  196. 0509: 6@ = distance_between_XY 320.0 200.0 and_XY 4@ 5@
  197. if and
  198. 803B: 0@ == 7@ NOT_MY_CAR
  199. 02CA: 0@ IN_VIEW
  200. 6@ < 50.0 { ITS NEAR MY TARGET_SPOTTER POINT }
  201. then
  202. 8@ = 1 {GOT_CAR?,TRUE}
  203. break
  204. end
  205. UNTIL 8AE2: 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius 99999.0 find_next 1 pass_wrecked 0
  206. end
  207. if
  208. 8@ == 0
  209. then
  210. 059A: return_false
  211. else
  212. 0485: return_true
  213. end
  214. 0AB2: 1 0@
  215.  
  216. //0AB1: call_scm_func @getScreenXYFrom3DCoords 3 3D_coords_X 0@ Y 1@ Z 2@ store_screen_X_to 3@ Y_to 4@
  217. :getScreenXYFrom3DCoords
  218. 0AC7: 14@ = var 0@ offset
  219. 0AC7: 15@ = var 3@ offset
  220. 0AC7: 16@ = var 6@ offset
  221. 0AC7: 17@ = var 9@ offset
  222. 0AA5: call 0x70CE30 num_params 6 pop 6 {18@ 18@} 0 0 17@ 16@ 15@ 14@
  223. 0007: 12@ = 640.0
  224. 0007: 13@ = 448.0
  225. 0A8D: 14@ = read_memory 0xC17044 size 4 virtual_protect 0
  226. 0A8D: 15@ = read_memory 0xC17048 size 4 virtual_protect 0
  227. 0093: 14@ = integer 14@ to_float
  228. 0093: 15@ = integer 15@ to_float
  229. 0073: 12@ /= 14@
  230. 0073: 13@ /= 15@
  231. 006B: 3@ *= 12@
  232. 006B: 4@ *= 13@
  233. 0AB2: ret 2 3@ 4@
  234.  
  235. //0AB1: @CREATE_VELOCITY_IN_LOOKING_DIRECTION 1 POWER 1.0 _STORE_TO 4@ 5@ 6@
  236. :CREATE_VELOCITY_IN_LOOKING_DIRECTION
  237. 0087: 13@ = 0@ // (float)
  238. Actor.StorePos($PLAYER_ACTOR, 20@, 21@, 22@)
  239. 068D: get_camera_position_to 24@ 25@ 26@
  240. 0063: 20@ -= 24@ // (float)
  241. 0063: 21@ -= 25@ // (float)
  242. 0063: 22@ -= 26@ // (float)
  243. Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@)
  244. 006B: 20@ *= 13@ // (float)
  245. 006B: 21@ *= 13@ // (float)
  246. 006B: 22@ *= 13@ // (float)
  247. 005B: 22@ += 13@ // (float)
  248. 005B: 0@ += 20@ // (float)
  249. 005B: 1@ += 21@ // (float)
  250. 005B: 2@ += 22@ // (float)
  251. Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
  252. 0063: 0@ -= 3@ // (float)
  253. 0063: 1@ -= 4@ // (float)
  254. 0063: 2@ -= 5@ // (float)
  255. 0AB2: RET 3 0@ 1@ 2@
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