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Please fix the following errors:
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{$CLEO} 0000: NOP 0B34: samp register_client_command "pos" to_label @savepos 0B34: samp register_client_command "dpos" to_label @cancel 0B34: samp register_client_command "r2" to_label @rain 0B34: samp register_client_command "fw" to_label @fire 0B34: samp register_client_command "fwh" to_label @fire_h 0B34: samp register_client_command "ccars" to_label @count 0B34: samp register_client_command "trollinfo" to_label @info 0B34: samp register_client_command "hp" to_label @hp 0B34: samp register_client_command "hpu" to_label @hp_unoccupied 0B34: samp register_client_command "hpall" to_label @hp_all 0B34: samp register_client_command "tp" to_label @tpto 0B34: samp register_client_command "tpall" to_label @tpallto 0B34: samp register_client_command "sm" to_label @smash 0B34: samp register_client_command "col" to_label @collision 0B34: samp register_client_command "lag" to_label @lag 0B34: samp register_client_command "bm" to_label @bomb 0B34: samp register_client_command "reu" to_label @respawn_unoccupied 0B34: samp register_client_command "thr" to_label @throw 0B34: samp register_client_command "small" to_label @smashall 0B34: samp register_client_command "smallc" to_label @smashallcars thread "supremeTroll" if 8AF7: get_samp_base_to 0@ then 0A93: end_custom_thread end repeat wait 400 until 0AFA: is_samp_structures_available 0AB1: @RUN_CLEO 1 AT LINE @CLEO_showID //0AB1: @RUN_CLEO 1 AT LINE @CLEO_search 31@ = 0 :First wait 0 if 31@ == 1 then for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then if 00DB: actor $PLAYER_ACTOR in_car 0@ then wait 0 else 046C: 2@ = car 0@ driver if 056D: actor 2@ defined then 0AB1: @Distance_player_car 2 Player $PLAYER_ACTOR Car 0@ Distance_store_to 1@ if 0023: 50.0 > 1@ then 099A: set_car 0@ collision_detection 0 end end end end end end if 30@ == 3 then jump @Fireworks end if 30@ == 4 then jump @Firework_ID end if 30@ == 5 then jump @hp_ID end if 30@ == 6 then jump @tpto_ID end if 30@ == 7 then jump @rain_ID end if 30@ == 8 then jump @smash_ID end if 30@ == 9 then jump @Fireworks_h end if 30@ == 10 then jump @Firework_ID_h end if 30@ == 11 then jump @lagall end if 30@ == 12 then jump @bomber end if 30@ == 13 then jump @tpall_work end if 30@ == 14 then jump @hpall_work end if 30@ == 15 then jump @throw_work end if 30@ == 16 then jump @smashallcars_Work end if 30@ == 17 then jump @smashall_Work end if 30@ == 2 jf @First 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 3@ += 5.000 5@ += 100.555 015F: set_camera_position 3@ 4@ 5@ rotation 0.0 0.0 0.0 3@ -= 5.000 5@ -= 100.555 0160: set_camera_point_at 3@ 4@ 5@ switchstyle 2 5@ += 80.555 for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then if 00DB: actor $PLAYER_ACTOR in_car 0@ then 0@ = 0 end if 056E: car 0@ defined then 046C: 2@ = car 0@ driver if 056D: actor 2@ defined then 33@ = 0 repeat wait 0 0224: set_car 0@ health_to 0 00AB: put_car 0@ at 3@ 4@ 5@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 5@ += 3.000 end end end end 14@ = Actor.CurrentCar($PLAYER_ACTOR) 0407: store_coords_to 11@ 12@ 13@ from_car 14@ with_offset 0.0 0.0 0.0 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 11@ 12@ 13@ for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then 046C: 2@ = car 0@ driver if 056D: actor 2@ defined then 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ end end end 036A: put_actor $PLAYER_ACTOR in_car 14@ wait 4700 015A: restore_camera 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :Fireworks wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 3@ += 5.000 5@ += 5.000 015F: set_camera_position 3@ 4@ 5@ rotation 0.0 0.0 0.0 3@ -= 5.000 5@ += 90.000 0160: set_camera_point_at 3@ 4@ 5@ switchstyle 2 5@ -= 85.000 for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then if 00DB: actor $PLAYER_ACTOR in_car 0@ then 0@ = 0 end if 056E: car 0@ defined then 046C: 2@ = car 0@ driver if 056D: actor 2@ defined then 33@ = 0 repeat wait 0 0224: set_car 0@ health_to 340 00AB: put_car 0@ at 3@ 4@ 5@ 0175: set_car 0@ Z_angle_to -90.0 0731: set_car 0@ y_angle_to -90.0 00AD: set_car 0@ max_speed_to 150.0 04BA: set_car 0@ speed_to 150.0 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 400 5@ -= 3.000 end end end end wait 4700 015A: restore_camera 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :Firework_ID wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 if 056D: actor 27@ defined then if 00DF: actor 27@ driving then 0@ = Actor.CurrentCar(27@) 00AA: store_car 0@ position_to 3@ 4@ 5@ 5@ += 5.000 33@ = 0 repeat wait 0 0224: set_car 0@ health_to 340 00AB: put_car 0@ at 3@ 4@ 5@ 0175: set_car 0@ Z_angle_to -90.0 0731: set_car 0@ y_angle_to -90.0 00AD: set_car 0@ max_speed_to 150.0 04BA: set_car 0@ speed_to 150.0 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Player is out of range or offline" time 800 end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 1 jump @First :Fireworks_h wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 3@ += 5.000 5@ += 5.000 015F: set_camera_position 3@ 4@ 5@ rotation 0.0 0.0 0.0 3@ -= 5.000 5@ += 90.000 0160: set_camera_point_at 3@ 4@ 5@ switchstyle 2 5@ -= 85.000 for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then if 00DB: actor $PLAYER_ACTOR in_car 0@ then 0@ = 0 end if 056E: car 0@ defined then 046C: 2@ = car 0@ driver if 056D: actor 2@ defined then 33@ = 0 repeat wait 0 00AB: put_car 0@ at 3@ 4@ 5@ 0175: set_car 0@ Z_angle_to -90.0 0731: set_car 0@ y_angle_to -90.0 00AD: set_car 0@ max_speed_to 450.0 04BA: set_car 0@ speed_to 450.0 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 400 5@ -= 3.000 end end end end wait 4700 015A: restore_camera 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :Firework_ID_h wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 if 056D: actor 27@ defined then if 00DF: actor 27@ driving then 0@ = Actor.CurrentCar(27@) 00AA: store_car 0@ position_to 3@ 4@ 5@ 5@ += 5.000 33@ = 0 repeat wait 0 00AB: put_car 0@ at 3@ 4@ 5@ 0175: set_car 0@ Z_angle_to -90.0 0731: set_car 0@ y_angle_to -90.0 00AD: set_car 0@ max_speed_to 450.0 04BA: set_car 0@ speed_to 450.0 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Player is out of range or offline" time 800 end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 1 jump @First :hp_ID wait 0 33@ = 0 20@ *= 10 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 repeat wait 0 0224: set_car 0@ health_to 20@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :hpall_work wait 0 33@ = 0 20@ *= 10 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then if 00DB: actor $PLAYER_ACTOR in_car 0@ then 0@ = 0 end if 056E: car 0@ defined then 046C: 2@ = car 0@ driver if 056D: actor 2@ defined then 33@ = 0 repeat wait 0 0224: set_car 0@ health_to 20@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 end end end end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :tpto_ID wait 0 33@ = 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 repeat wait 0 00AB: put_car 0@ at 3@ 4@ 5@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :tpall_work 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then if 00DB: actor $PLAYER_ACTOR in_car 0@ then 0@ = 0 end if 056E: car 0@ defined then 046C: 2@ = car 0@ driver if 056D: actor 2@ defined then 33@ = 0 repeat wait 0 00AB: put_car 0@ at 3@ 4@ 5@ 0731: set_car 0@ y_angle_to 0.00 0175: set_car 0@ Z_angle_to 0.00 04BA: set_car 0@ speed_to 0.0 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 3@ += 2.5 end end end end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :smash_ID wait 0 33@ = 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 repeat wait 0 0175: set_car 0@ Z_angle_to 6@ 00AB: put_car 0@ at 3@ 4@ 5@ 00AD: set_car 0@ max_speed_to 200.0 04BA: set_car 0@ speed_to 200.0 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 wait 500 repeat wait 0 04BA: set_car 0@ speed_to 15@ 0175: set_car 0@ Z_angle_to 14@ 00AB: put_car 0@ at 11@ 12@ 13@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :smashallcars_Work 33@ = 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 0@ = Actor.CurrentCar(27@) 0172: 14@ = actor 27@ Z_angle 02E3: 15@ = car 0@ speed 00A0: store_actor 27@ position_to 11@ 12@ 13@ repeat wait 0 for 26@ = 0 to 1500 0AD1: show_formatted_text_highpriority "Smash all cars is active, press and hold ~G~0 ~W~to deactivate" time 500 if 056E: car 0@ defined then if 0AFF: samp 1@ = car_handle_by_samp_vehicle_id 26@ then if 00DB: actor $PLAYER_ACTOR in_car 1@ then 1@ = 0 end if 056E: car 1@ defined then 046C: 2@ = car 1@ driver if 056D: actor 2@ defined then 33@ = 0 00A0: store_actor 2@ position_to 3@ 4@ 5@ 0172: 6@ = actor 2@ Z_angle 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 3@ 4@ 5@ Z_Angle 6@ Y_Angle 0.0 Distance 5.0 Return_XYZ_To 3@ 4@ 5@ if 0021: 6@ > 180.0 then 000F: 6@ -= 180.0 else 000B: 6@ += 180.0 end repeat wait 0 0175: set_car 0@ Z_angle_to 6@ 0731: set_car 0@ y_angle_to 0.0 00AB: put_car 0@ at 3@ 4@ 5@ 00AD: set_car 0@ max_speed_to 450.0 04BA: set_car 0@ speed_to 450.0 0224: set_car 0@ health_to 1000 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 150 wait 250 end end end else 0AD1: show_formatted_text_highpriority "~R~!~W~The car flew out of the streamed area~R~!" time 2000 33@ = 5000001 break end if key_down 48 then 33@ = 5000001 break end end until 33@ > 500000 repeat wait 0 04BA: set_car 0@ speed_to 15@ 0175: set_car 0@ Z_angle_to 14@ 00AB: put_car 0@ at 11@ 12@ 13@ 0224: set_car 0@ health_to 1000 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :smashall_Work 33@ = 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 0@ = Actor.CurrentCar(27@) 0172: 14@ = actor 27@ Z_angle 02E3: 15@ = car 0@ speed 00A0: store_actor 27@ position_to 11@ 12@ 13@ repeat wait 0 for 26@ = 0 to 1000 0AD1: show_formatted_text_highpriority "Smash all is active, press and hold ~G~0 ~W~to deactivate" time 500 if 056E: car 0@ defined then if 0B20: samp 2@ = actor_handle_by_samp_player_id 26@ then 33@ = 0 00A0: store_actor 2@ position_to 3@ 4@ 5@ 0172: 6@ = actor 2@ Z_angle 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 3@ 4@ 5@ Z_Angle 6@ Y_Angle 0.0 Distance 5.0 Return_XYZ_To 3@ 4@ 5@ if 0021: 6@ > 180.0 then 000F: 6@ -= 180.0 else 000B: 6@ += 180.0 end repeat wait 0 0175: set_car 0@ Z_angle_to 6@ 0731: set_car 0@ y_angle_to 0.0 00AB: put_car 0@ at 3@ 4@ 5@ 00AD: set_car 0@ max_speed_to 450.0 04BA: set_car 0@ speed_to 450.0 0224: set_car 0@ health_to 1000 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 150 wait 250 end else 0AD1: show_formatted_text_highpriority "~R~!~W~The car flew out of the streamed area~R~!" time 2000 33@ = 5000001 break end if key_down 48 then 33@ = 5000001 break end end until 33@ > 500000 if 056E: car 0@ defined then 33@ = 0 repeat wait 0 04BA: set_car 0@ speed_to 15@ 0175: set_car 0@ Z_angle_to 14@ 00AB: put_car 0@ at 11@ 12@ 13@ 0224: set_car 0@ health_to 1000 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :rain_ID wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 5@ += 80.555 repeat wait 0 0224: set_car 0@ health_to 0 00AB: put_car 0@ at 3@ 4@ 5@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 14@ = Actor.CurrentCar($PLAYER_ACTOR) 0407: store_coords_to 11@ 12@ 13@ from_car 14@ with_offset 0.0 0.0 0.0 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 11@ 12@ 13@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ 036A: put_actor $PLAYER_ACTOR in_car 14@ 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :lagall wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then 00AB: put_car 0@ at 3@ 4@ 5@ 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ end end 0087: 7@ = 5@ // (float) for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then 00AB: put_car 0@ at 3@ 4@ 7@ 7@ += 1.0 end end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 1 jump @First :bomber // 0@ = player id wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 00A0: store_actor 0@ position_to 3@ 4@ 5@ 5@ += 100.0 29@ = 0 for 6@ = 0 to 1500 if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@ then if 8119: car 28@ wrecked //if not wrecked then 046C: 2@ = car 28@ driver if 056D: actor 2@ defined then wait 0 else 29@++ 00AB: put_car 28@ at 3@ 4@ 5@ 0224: set_car 28@ health_to 150 0175: set_car 28@ Z_angle_to 359.0 0AB1: @SYNC_VEHICLE 1 HANDLE 28@ wait 50 end if 29@ == 1 then 3@ += 3.0 else if 29@ == 2 then 3@ -= 3.0 4@ += 3.0 else if 29@ == 3 then 3@ -= 3.0 4@ -= 3.0 else if 29@ == 4 then 3@ += 3.0 4@ -= 3.0 end end end end end end if 29@ > 4 then break end end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First :throw_work wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 if 056D: actor 27@ defined then if 00DF: actor 27@ driving then 0@ = Actor.CurrentCar(27@) 00AA: store_car 0@ position_to 3@ 4@ 5@ 5@ += 5.000 33@ = 0 repeat wait 0 0224: set_car 0@ health_to 50 00AB: put_car 0@ at 3@ 4@ 5@ 0175: set_car 0@ Z_angle_to 0.0 0731: set_car 0@ y_angle_to -45.0 00AD: set_car 0@ max_speed_to 150.0 04BA: set_car 0@ speed_to 150.0 0AB1: @SYNC_VEHICLE 1 HANDLE 0@ until 33@ > 300 else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Player is out of range or offline" time 800 end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 30@ = 0 jump @First //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands //commands//commands//commands//commands//commands//commands :fire wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then 30@ = 4 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ else if 30@ == 1 then 30@ = 3 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800 end end else 0AD1: show_formatted_text_highpriority "You must be driving" time 800 end Samp.CmdRet :fire_h wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then 30@ = 10 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ else if 30@ == 1 then 30@ = 9 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800 end end else 0AD1: show_formatted_text_highpriority "You must be driving" time 800 end Samp.CmdRet :hp wait 0 //if //00DF: actor $PLAYER_ACTOR driving //then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d %d" 24@ 20@ //IF and SET then 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ if 056D: actor 27@ defined then if 00DF: actor 27@ driving then 0@ = Actor.CurrentCar(27@) 30@ = 5 else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Specified player is out of range" time 800 end else 0AD1: show_formatted_text_highpriority "Wrong format [/hp <driverID> <health>]" time 800 end //else //0AD1: show_formatted_text_highpriority "You must be driving" time 800 //end Samp.CmdRet :hp_all wait 0 //if //00DF: actor $PLAYER_ACTOR driving //then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 20@ //IF and SET then 30@ = 14 else 0AD1: show_formatted_text_highpriority "Wrong format [/hpall <health>]" time 800 end //else //0AD1: show_formatted_text_highpriority "You must be driving" time 800 //end Samp.CmdRet :hp_unoccupied wait 0 //if //00DF: actor $PLAYER_ACTOR driving //then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d %d" 24@ 20@ //IF and SET then 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 24@ if 056E: car 0@ defined then 30@ = 5 else 0AD1: show_formatted_text_highpriority "Specified car is out of range" time 800 end else 0AD1: show_formatted_text_highpriority "Wrong format [/hpu <car ID> <health>]" time 800 end //else //0AD1: show_formatted_text_highpriority "You must be driving" time 800 //end Samp.CmdRet :tpto wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d to %d" 24@ 23@ //IF and SET then 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ //victim 0B20: samp 26@ = actor_handle_by_samp_player_id 23@ //tp to this person if 056D: actor 27@ defined then if 056D: actor 26@ defined then if 00DF: actor 27@ driving then 0@ = Actor.CurrentCar(27@) 00A0: store_actor 26@ position_to 3@ 4@ 5@ 0172: 6@ = actor 26@ Z_angle 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 3@ 4@ 5@ Z_Angle 6@ Y_Angle 0.0 Distance 6.0 Return_XYZ_To 3@ 4@ 5@ 30@ = 6 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "1st stage 23@ Specified player is out of range. ID:%d" time 800 23@ end else 0AD1: show_formatted_text_highpriority "1st stage 24@ Specified player is out of range. ID:%d" time 800 24@ end else if 0AD4: 26@ = scan_string 25@ format "%d to pos" 24@ then 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ if 056D: actor 27@ defined then if 00DF: actor 27@ driving then if 0C18: 2@ = strstr string1 25@ string2 "pos" then if 30@ == 1 then 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ 0@ = Actor.CurrentCar(27@) 30@ = 6 03BD: destroy_sphere 7@ 04BA: set_car 0@ speed_to 0.0 else 0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800 end else if 0C18: 2@ = strstr string1 25@ string2 "mc" then 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ 0@ = Actor.CurrentCar(27@) 30@ = 6 03BD: destroy_sphere 7@ 3@ = -2210.77 4@ = -1761.75 5@ = 485.082 0731: set_car 0@ y_angle_to 0.00 0175: set_car 0@ Z_angle_to 265.848 04BA: set_car 0@ speed_to 3.0 else if 0C18: 2@ = strstr string1 25@ string2 "tw" then 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ 0@ = Actor.CurrentCar(27@) 30@ = 6 03BD: destroy_sphere 7@ 3@ = 1551.4 4@ = -1371.48 5@ = 316.938 0731: set_car 0@ y_angle_to 0.00 0175: set_car 0@ Z_angle_to 108.440 04BA: set_car 0@ speed_to 0.0 else if 0C18: 2@ = strstr string1 25@ string2 "pd" then 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ 0@ = Actor.CurrentCar(27@) 30@ = 6 03BD: destroy_sphere 7@ 3@ = 1536.53 4@ = -1675.91 5@ = 5.800 0731: set_car 0@ y_angle_to 0.00 04BA: set_car 0@ speed_to 0.0 else 0AD1: show_formatted_text_highpriority "Wrong format [/r2info]" time 800 end end end end else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "2. stage Specified player is out of range. ID:%d" time 800 24@ end end end else 0AD1: show_formatted_text_highpriority "You must be driving" time 800 end Samp.CmdRet :tpallto wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "to %d" 23@ //IF and SET then 0B20: samp 26@ = actor_handle_by_samp_player_id 23@ //tp to this person if 056D: actor 26@ defined then 00A0: store_actor 26@ position_to 3@ 4@ 5@ 0172: 6@ = actor 26@ Z_angle 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 3@ 4@ 5@ Z_Angle 6@ Y_Angle 0.0 Distance 6.0 Return_XYZ_To 3@ 4@ 5@ 30@ = 13 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 23@ end else if 0C18: 2@ = strstr string1 25@ string2 "pos" then if 30@ == 1 then 30@ = 13 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800 end else if 0C18: 2@ = strstr string1 25@ string2 "mc" then 30@ = 13 03BD: destroy_sphere 7@ 3@ = -2210.77 4@ = -1761.75 5@ = 485.082 else if 0C18: 2@ = strstr string1 25@ string2 "tw" then 30@ = 13 03BD: destroy_sphere 7@ 3@ = 1551.4 4@ = -1371.48 5@ = 316.938 else if 0C18: 2@ = strstr string1 25@ string2 "pd" then 30@ = 13 03BD: destroy_sphere 7@ 3@ = 1536.53 4@ = -1675.91 5@ = 5.800 else 0AD1: show_formatted_text_highpriority "Wrong format [/trollinfo]" time 800 end end end end end else 0AD1: show_formatted_text_highpriority "You must be driving" time 800 end Samp.CmdRet :smash wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d %d" 24@ 23@ //IF and SET then 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ //victim 0B20: samp 26@ = actor_handle_by_samp_player_id 23@ //tp to this person if 056D: actor 27@ defined then if 056D: actor 26@ defined then if 00DF: actor 27@ driving then 0@ = Actor.CurrentCar(27@) 0172: 14@ = actor 27@ Z_angle 02E3: 15@ = car 0@ speed 00A0: store_actor 26@ position_to 3@ 4@ 5@ 0172: 6@ = actor 26@ Z_angle 0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 3@ 4@ 5@ Z_Angle 6@ Y_Angle 0.0 Distance 3.0 Return_XYZ_To 3@ 4@ 5@ 00A0: store_actor 27@ position_to 11@ 12@ 13@ if 0021: 6@ > 180.0 then 000F: 6@ -= 180.0 else 000B: 6@ += 180.0 end 30@ = 8 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 23@ end else 0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@ end end else 0AD1: show_formatted_text_highpriority "You must be driving" time 800 end Samp.CmdRet :rain wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then if 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ then if 00DF: actor 27@ driving then 30@ = 7 03BD: destroy_sphere 7@ 00A0: store_actor 27@ position_to 3@ 4@ 5@ 0@ = Actor.CurrentCar(27@) else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@ end else if 30@ == 1 then 30@ = 2 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800 end end else 0AD1: show_formatted_text_highpriority "You must be driving" time 800 end Samp.CmdRet :savepos wait 0 03BD: destroy_sphere 7@ 00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@ 03BC: 7@ = create_sphere_at 3@ 4@ 5@ radius 15.0 018C: play_sound 1052 at 0.0 0.0 0.0 29@ = 0 for 6@ = 0 to 1500 if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@ then 046C: 2@ = car 28@ driver if 056D: actor 2@ defined then 29@++ end end end if 00DF: actor $PLAYER_ACTOR driving then 29@ -= 1 end 0AD1: show_formatted_text_highpriority "Position saved (~B~%d ~W~occupied vehicles in the area)" time 800 29@ 30@ = 1 Samp.CmdRet :cancel wait 0 03BD: destroy_sphere 7@ 018C: play_sound 1053 at 0.0 0.0 0.0 0AD1: show_formatted_text_highpriority "Position deleted" time 800 3@ = 0.0 4@ = 0.0 5@ = 0.0 30@ = 0 Samp.CmdRet :count wait 0 29@ = 0 for 6@ = 0 to 1500 if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@ then 046C: 2@ = car 28@ driver if 056D: actor 2@ defined then 29@++ end end end if 00DF: actor $PLAYER_ACTOR driving then 29@ -= 1 end 0AD1: "~B~%d ~W~occupied vehicles in the area" 800 29@ Samp.CmdRet :collision wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B12: 31@ = 31@ XOR 1 if 31@ == 0 then for 6@ = 0 to 1500 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then 099A: set_car 0@ collision_detection 1 0AD1: "No collision ~R~off" 800 end end else 0AD1: "No collision ~G~on" 800 end else 31@ = 0 0AD1: "You must be driving" 800 end Samp.CmdRet :lag wait 0 if 30@ == 1 then 30@ = 11 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800 end Samp.CmdRet :bomb wait 0 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then if 0B20: samp 0@ = actor_handle_by_samp_player_id 24@ then 30@ = 12 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Specified player is out of range or not connected" time 800 end else 0AD1: show_formatted_text_highpriority "Wrong format [/bm <player ID>]" time 800 end Samp.CmdRet :respawn_unoccupied wait 0 0B2E: 21@ = read_samp_memory 0x12D60 size 2 0B2D: write samp_memory 0x12D60 value 0xC390 size 2 0B2E: 22@ = read_samp_memory 0x13FA0 size 2 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2 0B2E: 23@ = read_samp_memory 0x4830 size 1 0B2D: write samp_memory 0x4830 value 0xC3 size 1 for 6@ = 0 to 1500 if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@ then if 8119: car 28@ wrecked //if not wrecked then 046C: 2@ = car 28@ driver if 056D: actor 2@ defined then wait 0 else 0224: set_car 28@ health_to 0 0AB1: @SYNC_VEHICLE 1 HANDLE 28@ wait 50 end end end end 0B2D: write samp_memory 0x12D60 value 21@ size 2 0B2D: write samp_memory 0x13FA0 value 22@ size 2 0B2D: write samp_memory 0x4830 value 23@ size 1 Samp.CmdRet :throw wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then 30@ = 15 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ end else 0AD1: show_formatted_text_highpriority "You must be driving" time 800 end Samp.CmdRet :smashallcars wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then if 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ then if 00DF: actor 27@ driving then 30@ = 16 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@ end end else 0AD1: show_formatted_text_highpriority "You should be driving to avoid player being ejected from the car" time 800 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then if 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ then if 00DF: actor 27@ driving then 30@ = 16 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@ end end end Samp.CmdRet :smashall wait 0 if 00DF: actor $PLAYER_ACTOR driving then 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then if 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ then if 00DF: actor 27@ driving then 30@ = 17 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@ end end else 0AD1: show_formatted_text_highpriority "You should be driving to avoid player being ejected from the car" time 800 0B35: samp 25@ = get_last_command_params if 0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET then if 0B20: samp 27@ = actor_handle_by_samp_player_id 24@ then if 00DF: actor 27@ driving then 30@ = 16 03BD: destroy_sphere 7@ else 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800 end else 0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@ end end end Samp.CmdRet :info wait 0 0AF8: samp add_message_to_chat "{00A4E6}supremeTroll commands:" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/pos {F7F694}(save position) " color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/dpos {F7F694}(delete last saved position)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/r2 {F7F694}(set rain over your last saved position - occupied vehicles only)[ejects me from the car for a moment]" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/r2 <driverID> {F7F694}(throw a single raindrop)[ejects me from the car for a moment]" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/fw {F7F694}(set fireworks over your last saved position - occupied vehicles only)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/fw <driverID> {F7F694}(throws a specific player upwards)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/fwh {F7F694}(higher speed + no hp change)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/fwh <driverID> {F7F694}(higher speed + no hp change)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/ccars {F7F694}(counts occupied vehicles in the area)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/hp <driverID> <carhp> {F7F694}(set hp of a specific car around you)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/hpall <carhp> {F7F694}(set hp of all the occupied cars around you)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/hpu <carID> <carhp> {F7F694}(set hp of a specific unoccupied car around you)(use /dl to get carID)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/ch {F7F694}(makes your car heavy)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/tp <driverID> to <playerID> {F7F694}(teleport a driver to streamed in player)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/tp <driverID> to <placename> {F7F694} [mc - Mount Chillad][tw - LS Tower][pd - Police Department]" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/tpall to <playerID> {F7F694}(teleport all the drivers to streamed in player)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/tpall to <placename> {F7F694} [mc - Mount Chillad][tw - LS Tower][pd - Police Department]" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/sm <driverID> <playerID> {F7F694} (smashes the driver into another player)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/small <driverID> {F7F694} (smashes all the players and cars using specified driver)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/smallc <driverID> {F7F694} (smashes all the occupied cars using specified driver)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/showid {F7F694} (shows IDs of the streamed players)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/showcarid {F7F694} (shows IDs and health of the streamed vehicles)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/s1 <Name_Surname> {F7F694} (Player indicator) [from /s1 to /s9]" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{F7F694} ({00A4E6}blue {FFFFFF}- in car; white - on foot; {A6A6A6}grey {FFFFFF}- streamed out; {474747}black {FFFFFF}- offline)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/sswitch {F7F694} (hides/shows the current search)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/col{F7F694} (you can ram a tank with your faggio)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/lag {F7F694} (lags the surrounding players by tping all unoccupied vehicles to one spot)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/bm <playerdID> {F7F694} (teleports 4 cars 100 meters above specified player and explodes them)[not perfect]" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/reu {F7F694} (respawns unoccupied vehicles by setting their health to 0)" color 0xFFFFFFFF 0AF8: samp add_message_to_chat "{FFFFFF}/thr <driverID> {F7F694}(throws a specific player to the side)" color 0xFFFFFFFF Samp.CmdRet //FUNCTIONS // // // // // // // // // // // // // // // // // // // // // // // // // // // // // // //0AB1: @DistanceActorActor 2 Actor_handle 0@ Actor_handle 1@ :DistanceActorActor 00A0: store_actor 0@ position_to 2@ 3@ 4@ 00A0: store_actor 1@ position_to 5@ 6@ 7@ 050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@ 0AB2: ret 1 8@ const PACKET_VEHICLE_SYNC = 219 BS_TYPE_BYTE = 0 BS_TYPE_ARRAY = 5 end //0AB1: @SYNC_VEHICLE 1 HANDLE 0@ :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 //Snippet by OpcodeXe 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 PACKET_VEHICLE_SYNC type BS_TYPE_BYTE size 1 0B40: raknet bit_stream 29@ write 31@ type BS_TYPE_ARRAY 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@ //0AB1: call_scm_func @get3DXYZInFrontOf 6 XYZ 1@ 2@ 3@ Z_Angle 4@ Y_Angle 5@ Distance 7.0 Return_XYZ_To 6@ 7@ 8@ :get3DXYZInFrontOf{X,Y,Z,ZA,YA,Distance} 3@ *= -1.0 02F6: 6@ = sine 3@ 006B: 6@ *= 5@ 005B: 0@ += 6@ 02F7: 6@ = cosine 3@ 006B: 6@ *= 5@ 005B: 1@ += 6@ 02F7: 6@ = cosine 4@ 0073: 5@ /= 6@ 02F6: 6@ = sine 4@ 006B: 5@ *= 6@ 005B: 2@ += 5@ 0AB2: ret 3 0@ 1@ 2@ //0AB1: @RUN_CLEO 8 AT LINE @Box_Actor_Timed TIME 1000 Actor_handle 1@ RGBA 0 204 0 255 THICKNESS 2.0 :RUN_CLEO 0A9F: 32@ = current_thread_pointer 000A: 32@ += 0x10 0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0 0062: 32@ -= 0@ 0AA7: call_function 0x464C20 num_params 1 pop 1 32@ 33@ 005A: 32@ += 0@ 000A: 33@ += 0x10 0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0 000A: 33@ += 0x2C for 32@ = 0 to 30 0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0 000A: 33@ += 4 end 0AB2: ret 0 :Distance_player_car 00A0: store_actor 0@ position_to 2@ 3@ 4@ 00AA: store_car 1@ position_to 5@ 6@ 7@ 050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@ 0AB2: ret 1 8@ ////////////////////////////////////////////////////////////////////// //SHOWID ////////////////////////////////////////////////////////////////////// //SHOWID ////////////////////////////////////////////////////////////////////// //SHOWID ////////////////////////////////////////////////////////////////////// //SHOWID :CLEO_showID 0000: NOP 0B34: samp register_client_command "showid" to_label @showID 0B34: samp register_client_command "showcarid" to_label @showcarID 0B34: samp register_client_command "showobjectid" to_label @showobjectID 31@ = 0 27@ = 0 26@ = 0 :ID_First wait 0 if 31@ == 1 then for 6@ = 0 to 999 if 0B23: samp is_player_connected 6@ then if 0B20: samp 0@ = actor_handle_by_samp_player_id 6@ then if 02CB: actor 0@ bounding_sphere_visible then if 0449: actor 0@ in_a_car then 7@ = Actor.CurrentCar(0@) 046C: 29@ = car 7@ driver if 003B: 29@ == 0@ then 00A0: store_actor 0@ position_to 1@ 2@ 3@ 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@ 03F0: enable_text_draw 1 0AD3: 30@v = format "%d" 6@ 0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color 0x00A4E6 shadow 1 else 00A0: store_actor 0@ position_to 1@ 2@ 3@ 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@ 5@ -= 13 03F0: enable_text_draw 1 0AD3: 30@v = format "%d" 6@ 0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color -1 shadow 1 end else 00A0: store_actor 0@ position_to 1@ 2@ 3@ 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@ 03F0: enable_text_draw 1 0AD3: 30@v = format "%d" 6@ 0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color -1 shadow 1 end end end end end end if 27@ == 1 then for 6@ = 0 to 3000 if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@ then if 02CA: car 0@ bounding_sphere_visible then 00AA: store_car 0@ position_to 1@ 2@ 3@ 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@ 03F0: enable_text_draw 1 0AD3: 30@v = format "%d" 6@ 5@ += 17 0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color 0xF7F694 shadow 1 0227: 26@ = car 0@ health 26@ /= 10 0AD3: 29@v = format "HP:%d" 26@ 5@ += 17 0D94: draw_text 29@v pos_xy 4@ 5@ align_xy 0.5 0.0 color 0xFF2F00 shadow 1 end end end end if 26@ == 1 then for 6@ = 0 to 10000 if 0B50: samp 0@ = object_handle_by_id 6@ then if 02CC: object 0@ bounding_sphere_visible then 01BB: store_object 0@ position_to 1@ 2@ 3@ 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@ 03F0: enable_text_draw 1 0984: 7@ = object 0@ model 0AD3: 30@v = format "%d" 7@ 5@ += 17 0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color 0xF7F694 shadow 1 end end end jump @ID_First end jump @ID_First :showID wait 0 0B12: 31@ = 31@ XOR 1 samp.CmdRet :showcarID wait 0 0B12: 27@ = 27@ XOR 1 samp.CmdRet :showobjectID wait 0 0B12: 26@ = 26@ XOR 1 samp.CmdRet ////////////////////////////////////////////////////////////////////// //SEARCH ////////////////////////////////////////////////////////////////////// //SEARCH ////////////////////////////////////////////////////////////////////// //SEARCH { :CLEO_search 0000: NOP 0AC8: 21@ = 260 0AC8: 22@ = 260 0AC8: 23@ = 260 0AC8: 24@ = 260 0AC8: 25@ = 260 0AC8: 26@ = 260 0AC8: 27@ = 260 0AC8: 19@ = 260 0AC8: 18@ = 260 0B34: samp register_client_command "s1" to_label @search1 0B34: samp register_client_command "s2" to_label @search2 0B34: samp register_client_command "s3" to_label @search3 0B34: samp register_client_command "s4" to_label @search4 0B34: samp register_client_command "s5" to_label @search5 0B34: samp register_client_command "s6" to_label @search6 0B34: samp register_client_command "s7" to_label @search7 0B34: samp register_client_command "s8" to_label @search8 0B34: samp register_client_command "s9" to_label @search9 0B34: samp register_client_command "sswitch" to_label @cancelsearch 1@ = 0 2@ = 0 3@ = 0 4@ = 0 5@ = 0 6@ = 0 7@ = 0 8@ = 0 9@ = 0 10@ = 1 :SE_First wait 0 if 10@ == 0 then jump @SE_First end if 056D: actor $PLAYER_ACTOR defined jf @SE_First 28@ = 0 if 1@ == 1 then 0AB1: @Draw_name 2 Name 21@ Display_offset 28@ end if 2@ == 1 then 28@ += 19 0AB1: @Draw_name 2 Name 22@ Display_offset 28@ end if 3@ == 1 then 28@ += 19 0AB1: @Draw_name 2 Name 23@ Display_offset 28@ end if 4@ == 1 then 28@ += 19 0AB1: @Draw_name 2 Name 24@ Display_offset 28@ end if 5@ == 1 then 28@ += 19 0AB1: @Draw_name 2 Name 25@ Display_offset 28@ end if 6@ == 1 then 28@ += 19 0AB1: @Draw_name 2 Name 26@ Display_offset 28@ end if 7@ == 1 then 28@ += 19 0AB1: @Draw_name 2 Name 27@ Display_offset 28@ end if 8@ == 1 then 28@ += 19 0AB1: @Draw_name 2 Name 19@ Display_offset 28@ end if 9@ == 1 then 28@ += 19 0AB1: @Draw_name 2 Name 18@ Display_offset 28@ end jump @SE_First :search1 wait 0 0B35: samp 29@ = get_last_command_params // if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 21@ source 29@ 1@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 1@ = 0 end samp.CmdRet :search2 wait 0 0B35: samp 29@ = get_last_command_params //5 = victim's name if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 22@ source 29@ 2@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 2@ = 0 end samp.CmdRet :search3 wait 0 0B35: samp 29@ = get_last_command_params //5 = victim's name if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 23@ source 29@ 3@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 3@ = 0 end samp.CmdRet :search4 wait 0 0B35: samp 29@ = get_last_command_params //5 = victim's name if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 24@ source 29@ 4@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 4@ = 0 end samp.CmdRet :search5 wait 0 0B35: samp 29@ = get_last_command_params //5 = victim's name if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 25@ source 29@ 5@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 5@ = 0 end samp.CmdRet :search6 wait 0 0B35: samp 29@ = get_last_command_params //5 = victim's name if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 26@ source 29@ 6@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 6@ = 0 end samp.CmdRet :search7 wait 0 0B35: samp 29@ = get_last_command_params //5 = victim's name if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 27@ source 29@ 7@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 7@ = 0 end samp.CmdRet :search8 wait 0 0B35: samp 29@ = get_last_command_params //5 = victim's name if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 19@ source 29@ 8@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 8@ = 0 end samp.CmdRet :search9 wait 0 0B35: samp 29@ = get_last_command_params //5 = victim's name if 0AD4: $nouse = scan_string 29@ format "%s" $nouse then 0C13: strcpy destination 18@ source 29@ 9@ = 1 else //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800 9@ = 0 end samp.CmdRet :cancelsearch wait 0 0B12: 10@ = 10@ XOR 1 samp.CmdRet //0AB1: @Draw_name 2 Name 0@ Display_offset y@ Is_player_near_store_to 1@ :Draw_name 0AC8: 7@ = allocate_memory_size 260 5@ = 0 //0AC8: 0@ = allocate_memory_size 64 //06D2: 0@v = "EatMySmoke" // @v = string //0AD3: 0@ = format "%s" 0@ 0B5A: get_screen_resolution 30@ 31@ //int 30@ /= 10 30@ *= 8 31@ /= 2 005A: 31@ += 1@ for 3@ = 0 to 300 if 0B23: samp is_player_connected 3@ then 0B36: samp 4@ = get_player_nickname 3@ if 0C14: strcmp string1 4@ string2 0@ then 5@ = 1 03F0: enable_text_draw 1 0AD3: 8@v = format "ID:%d" 3@ if 0B20: samp 2@ = actor_handle_by_samp_player_id 3@ then if 0B5C: samp is_player 3@ paused then 0AD3: 8@v = format "ID:%d [AFK]" 3@ end if 0449: actor 2@ in_a_car then 27@ = Actor.CurrentCar(2@) 046C: 28@ = car 27@ driver if 003B: 28@ == 2@ then 03F0: enable_text_draw 1 0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1 30@ += 170 0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1 30@ -= 170 if 02CB: actor 2@ bounding_sphere_visible then 00A0: store_actor 2@ position_to 25@ 26@ 27@ 0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@ 03F0: enable_text_draw 1 26@ -= 25 25@ -= 70 0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1 25@ += 130 0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1 25@ -= 130 end else 03F0: enable_text_draw 1 0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1 30@ += 170 0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1 30@ -= 170 if 02CB: actor 2@ bounding_sphere_visible then 00A0: store_actor 2@ position_to 25@ 26@ 27@ 0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@ 03F0: enable_text_draw 1 26@ -= 25 25@ -= 70 0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1 25@ += 130 0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1 25@ -= 130 end end else 03F0: enable_text_draw 1 0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1 30@ += 170 0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1 30@ -= 170 if 02CB: actor 2@ bounding_sphere_visible then 00A0: store_actor 2@ position_to 25@ 26@ 27@ 0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@ 03F0: enable_text_draw 1 25@ -= 70 26@ -= 25 0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1 25@ += 130 0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1 25@ -= 130 end end else //if not streamed in 03F0: enable_text_draw 1 0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1 30@ += 170 0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1 30@ -= 170 end end end end if 5@ == 0 then //if offline 03F0: enable_text_draw 1 0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x000000 shadow 1 end 0AC9: free_allocated_memory 7@ 0AB2: ret 0 }
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