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supremeTroll.cs

a guest Jan 16th, 2015 814 Never
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  1. {$CLEO}
  2. 0000: NOP
  3. 0B34: samp register_client_command "pos" to_label @savepos
  4. 0B34: samp register_client_command "dpos" to_label @cancel
  5. 0B34: samp register_client_command "r2" to_label @rain
  6. 0B34: samp register_client_command "fw" to_label @fire
  7. 0B34: samp register_client_command "fwh" to_label @fire_h
  8. 0B34: samp register_client_command "ccars" to_label @count
  9. 0B34: samp register_client_command "trollinfo" to_label @info
  10. 0B34: samp register_client_command "hp" to_label @hp
  11. 0B34: samp register_client_command "hpu" to_label @hp_unoccupied
  12. 0B34: samp register_client_command "hpall" to_label @hp_all
  13. 0B34: samp register_client_command "tp" to_label @tpto
  14. 0B34: samp register_client_command "tpall" to_label @tpallto
  15. 0B34: samp register_client_command "sm" to_label @smash
  16. 0B34: samp register_client_command "col" to_label @collision
  17. 0B34: samp register_client_command "lag" to_label @lag
  18. 0B34: samp register_client_command "bm" to_label @bomb
  19. 0B34: samp register_client_command "reu" to_label @respawn_unoccupied
  20. 0B34: samp register_client_command "thr" to_label @throw
  21. 0B34: samp register_client_command "small" to_label @smashall
  22. 0B34: samp register_client_command "smallc" to_label @smashallcars
  23.  
  24.  
  25. thread "supremeTroll"
  26.  if
  27.    8AF7: get_samp_base_to 0@
  28.  then
  29.      0A93: end_custom_thread
  30.  end
  31.  repeat
  32.      wait 400
  33.  until 0AFA: is_samp_structures_available
  34.  
  35. 0AB1: @RUN_CLEO 1 AT LINE @CLEO_showID
  36. //0AB1: @RUN_CLEO 1 AT LINE @CLEO_search
  37. 31@ = 0
  38.  
  39. :First
  40. wait 0
  41. if 31@ == 1
  42. then
  43.     for 6@ = 0 to 1500
  44.         if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  45.         then
  46.             if
  47.             00DB:   actor $PLAYER_ACTOR in_car 0@
  48.             then
  49.             wait 0
  50.             else
  51.             046C: 2@ = car 0@ driver
  52.                 if
  53.                 056D:   actor 2@ defined
  54.                 then
  55.                 0AB1: @Distance_player_car 2 Player $PLAYER_ACTOR Car 0@  Distance_store_to 1@
  56.                     if 0023: 50.0 > 1@
  57.                     then
  58.                     099A: set_car 0@ collision_detection 0
  59.                     end
  60.                 end  
  61.             end          
  62.         end      
  63.     end
  64. end
  65.  
  66. if 30@ == 3
  67. then
  68. jump @Fireworks
  69. end
  70.  
  71. if 30@ == 4
  72. then
  73. jump @Firework_ID
  74. end
  75.  
  76. if 30@ == 5
  77. then
  78. jump @hp_ID
  79. end
  80.  
  81. if 30@ == 6
  82. then
  83. jump @tpto_ID
  84. end
  85.  
  86. if 30@ == 7
  87. then
  88. jump @rain_ID
  89. end
  90.  
  91. if 30@ == 8
  92. then
  93. jump @smash_ID
  94. end
  95.  
  96. if 30@ == 9
  97. then
  98. jump @Fireworks_h
  99. end
  100.  
  101. if 30@ == 10
  102. then
  103. jump @Firework_ID_h
  104. end
  105.  
  106. if 30@ == 11
  107. then
  108. jump @lagall
  109. end
  110.  
  111. if 30@ == 12
  112. then
  113. jump @bomber
  114. end
  115.  
  116. if 30@ == 13
  117. then
  118. jump @tpall_work
  119. end
  120.  
  121. if 30@ == 14
  122. then
  123. jump @hpall_work
  124. end
  125.  
  126. if 30@ == 15
  127. then
  128. jump @throw_work
  129. end
  130.  
  131. if 30@ == 16
  132. then
  133. jump @smashallcars_Work
  134. end
  135.  
  136. if 30@ == 17
  137. then
  138. jump @smashall_Work
  139. end
  140.  
  141. if
  142. 30@ == 2
  143. jf @First
  144. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  145. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  146. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  147. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  148. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  149. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  150. 3@ += 5.000
  151. 5@ += 100.555
  152. 015F: set_camera_position 3@ 4@ 5@ rotation 0.0 0.0 0.0
  153. 3@ -= 5.000
  154. 5@ -= 100.555
  155. 0160: set_camera_point_at 3@ 4@ 5@ switchstyle 2
  156. 5@ += 80.555
  157. for 6@ = 0 to 1500
  158.     if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  159.     then
  160.         if
  161.         00DB:   actor $PLAYER_ACTOR in_car 0@
  162.         then 0@ = 0
  163.         end
  164.             if
  165.             056E:   car 0@ defined
  166.             then
  167.             046C: 2@ = car 0@ driver
  168.                 if
  169.                 056D:   actor 2@ defined
  170.                 then
  171.                 33@ = 0
  172.                     repeat
  173.                     wait 0    
  174.                     0224: set_car 0@ health_to 0
  175.                     00AB: put_car 0@ at 3@ 4@ 5@
  176.                     0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  177.                     until 33@ > 300
  178.                 5@ += 3.000
  179.                 end  
  180.             end                  
  181.     end      
  182. end
  183.  
  184. 14@ = Actor.CurrentCar($PLAYER_ACTOR)
  185. 0407: store_coords_to 11@ 12@ 13@ from_car 14@ with_offset 0.0 0.0 0.0
  186. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 11@ 12@ 13@
  187. for 6@ = 0 to 1500
  188.     if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  189.     then
  190.     046C: 2@ = car 0@ driver
  191.         if
  192.         056D:   actor 2@ defined
  193.         then
  194.         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  195.         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  196.         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  197.         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  198.         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  199.         end                    
  200.     end
  201. end  
  202. 036A: put_actor $PLAYER_ACTOR in_car 14@
  203. wait 4700
  204. 015A: restore_camera
  205. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  206. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  207. 0B2D: write samp_memory 0x4830 value 23@ size 1
  208. 30@ = 0
  209. jump @First
  210.  
  211. :Fireworks
  212. wait 0
  213. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  214. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  215. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  216. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  217. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  218. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  219. 3@ += 5.000
  220. 5@ += 5.000
  221. 015F: set_camera_position 3@ 4@ 5@ rotation 0.0 0.0 0.0
  222. 3@ -= 5.000
  223. 5@ += 90.000
  224. 0160: set_camera_point_at 3@ 4@ 5@ switchstyle 2
  225. 5@ -= 85.000
  226. for 6@ = 0 to 1500
  227.     if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  228.     then
  229.         if
  230.         00DB:   actor $PLAYER_ACTOR in_car 0@
  231.         then 0@ = 0
  232.         end
  233.             if
  234.             056E:   car 0@ defined
  235.             then
  236.             046C: 2@ = car 0@ driver
  237.                 if
  238.                 056D:   actor 2@ defined
  239.                 then
  240.                 33@ = 0
  241.                     repeat
  242.                     wait 0    
  243.                     0224: set_car 0@ health_to 340
  244.                     00AB: put_car 0@ at 3@ 4@ 5@
  245.                     0175: set_car 0@ Z_angle_to -90.0
  246.                     0731: set_car 0@ y_angle_to -90.0
  247.                     00AD: set_car 0@ max_speed_to 150.0
  248.                     04BA: set_car 0@ speed_to 150.0                    
  249.                     0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  250.                     until 33@ > 400
  251.                 5@ -= 3.000
  252.                 end  
  253.             end                  
  254.     end      
  255. end
  256. wait 4700
  257. 015A: restore_camera
  258. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  259. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  260. 0B2D: write samp_memory 0x4830 value 23@ size 1
  261. 30@ = 0
  262. jump @First
  263.  
  264.  
  265. :Firework_ID
  266. wait 0
  267. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  268. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  269. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  270. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  271. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  272. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  273. if
  274. 056D:   actor 27@ defined
  275. then
  276.     if
  277.     00DF:   actor 27@ driving
  278.     then
  279.     0@ = Actor.CurrentCar(27@)
  280.     00AA: store_car 0@ position_to 3@ 4@ 5@
  281.     5@ += 5.000
  282.     33@ = 0
  283.         repeat
  284.         wait 0    
  285.         0224: set_car 0@ health_to 340
  286.         00AB: put_car 0@ at 3@ 4@ 5@
  287.         0175: set_car 0@ Z_angle_to -90.0
  288.         0731: set_car 0@ y_angle_to -90.0
  289.         00AD: set_car 0@ max_speed_to 150.0
  290.         04BA: set_car 0@ speed_to 150.0                    
  291.         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  292.         until 33@ > 300
  293.     else
  294.     0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  295.     end
  296. else
  297. 0AD1: show_formatted_text_highpriority "Player is out of range or offline" time 800
  298. end
  299.  
  300. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  301. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  302. 0B2D: write samp_memory 0x4830 value 23@ size 1
  303. 30@ = 1
  304. jump @First
  305.  
  306. :Fireworks_h
  307. wait 0
  308. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  309. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  310. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  311. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  312. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  313. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  314. 3@ += 5.000
  315. 5@ += 5.000
  316. 015F: set_camera_position 3@ 4@ 5@ rotation 0.0 0.0 0.0
  317. 3@ -= 5.000
  318. 5@ += 90.000
  319. 0160: set_camera_point_at 3@ 4@ 5@ switchstyle 2
  320. 5@ -= 85.000
  321. for 6@ = 0 to 1500
  322.     if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  323.     then
  324.         if
  325.         00DB:   actor $PLAYER_ACTOR in_car 0@
  326.         then 0@ = 0
  327.         end
  328.             if
  329.             056E:   car 0@ defined
  330.             then
  331.             046C: 2@ = car 0@ driver
  332.                 if
  333.                 056D:   actor 2@ defined
  334.                 then
  335.                 33@ = 0
  336.                     repeat
  337.                     wait 0    
  338.                     00AB: put_car 0@ at 3@ 4@ 5@
  339.                     0175: set_car 0@ Z_angle_to -90.0
  340.                     0731: set_car 0@ y_angle_to -90.0
  341.                     00AD: set_car 0@ max_speed_to 450.0
  342.                     04BA: set_car 0@ speed_to 450.0                    
  343.                     0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  344.                     until 33@ > 400
  345.                 5@ -= 3.000
  346.                 end  
  347.             end                  
  348.     end      
  349. end
  350. wait 4700
  351. 015A: restore_camera
  352. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  353. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  354. 0B2D: write samp_memory 0x4830 value 23@ size 1
  355. 30@ = 0
  356. jump @First
  357.  
  358.  
  359. :Firework_ID_h
  360. wait 0
  361. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  362. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  363. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  364. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  365. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  366. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  367. if
  368. 056D:   actor 27@ defined
  369. then
  370.     if
  371.     00DF:   actor 27@ driving
  372.     then
  373.     0@ = Actor.CurrentCar(27@)
  374.     00AA: store_car 0@ position_to 3@ 4@ 5@
  375.     5@ += 5.000
  376.     33@ = 0
  377.         repeat
  378.         wait 0    
  379.         00AB: put_car 0@ at 3@ 4@ 5@
  380.         0175: set_car 0@ Z_angle_to -90.0
  381.         0731: set_car 0@ y_angle_to -90.0
  382.         00AD: set_car 0@ max_speed_to 450.0
  383.         04BA: set_car 0@ speed_to 450.0                    
  384.         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  385.         until 33@ > 300
  386.     else
  387.     0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  388.     end
  389. else
  390. 0AD1: show_formatted_text_highpriority "Player is out of range or offline" time 800
  391. end
  392. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  393. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  394. 0B2D: write samp_memory 0x4830 value 23@ size 1
  395. 30@ = 1
  396. jump @First
  397.  
  398.  
  399. :hp_ID
  400. wait 0
  401. 33@ = 0  
  402. 20@ *= 10
  403. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  404. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  405. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  406. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  407. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  408. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  409. repeat
  410. wait 0
  411. 0224: set_car 0@ health_to 20@                
  412. 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  413. until 33@ > 300
  414. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  415. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  416. 0B2D: write samp_memory 0x4830 value 23@ size 1
  417. 30@ = 0
  418. jump @First
  419.  
  420. :hpall_work
  421. wait 0
  422. 33@ = 0  
  423. 20@ *= 10
  424. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  425. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  426. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  427. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  428. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  429. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  430. for 6@ = 0 to 1500
  431.     if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  432.     then
  433.    
  434.     if
  435.     00DB:   actor $PLAYER_ACTOR in_car 0@
  436.     then 0@ = 0
  437.     end    
  438.         if
  439.         056E:   car 0@ defined
  440.         then
  441.         046C: 2@ = car 0@ driver
  442.             if
  443.             056D:   actor 2@ defined
  444.             then
  445.             33@ = 0
  446.                 repeat
  447.                 wait 0
  448.                 0224: set_car 0@ health_to 20@            
  449.                 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  450.                 until 33@ > 300
  451.             end  
  452.         end                  
  453.     end      
  454. end  
  455. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  456. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  457. 0B2D: write samp_memory 0x4830 value 23@ size 1
  458. 30@ = 0
  459. jump @First
  460.  
  461. :tpto_ID
  462. wait 0
  463. 33@ = 0  
  464. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  465. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  466. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  467. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  468. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  469. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  470.     repeat
  471.     wait 0
  472.     00AB: put_car 0@ at 3@ 4@ 5@              
  473.     0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  474.     until 33@ > 300
  475. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  476. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  477. 0B2D: write samp_memory 0x4830 value 23@ size 1
  478. 30@ = 0
  479. jump @First
  480.  
  481. :tpall_work
  482. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  483. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  484. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  485. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  486. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  487. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  488. for 6@ = 0 to 1500
  489.     if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  490.     then
  491.    
  492.     if
  493.     00DB:   actor $PLAYER_ACTOR in_car 0@
  494.     then 0@ = 0
  495.     end    
  496.         if
  497.         056E:   car 0@ defined
  498.         then
  499.         046C: 2@ = car 0@ driver
  500.             if
  501.             056D:   actor 2@ defined
  502.             then
  503.             33@ = 0
  504.                 repeat
  505.                 wait 0
  506.                 00AB: put_car 0@ at 3@ 4@ 5@  
  507.                 0731: set_car 0@ y_angle_to 0.00
  508.                 0175: set_car 0@ Z_angle_to 0.00
  509.                 04BA: set_car 0@ speed_to 0.0            
  510.                 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  511.                 until 33@ > 300
  512.             3@ += 2.5
  513.             end  
  514.         end                  
  515.     end      
  516. end    
  517. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  518. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  519. 0B2D: write samp_memory 0x4830 value 23@ size 1
  520. 30@ = 0
  521. jump @First
  522.  
  523. :smash_ID
  524. wait 0
  525. 33@ = 0  
  526. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  527. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  528. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  529. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  530. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  531. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  532.     repeat
  533.     wait 0
  534.     0175: set_car 0@ Z_angle_to 6@
  535.     00AB: put_car 0@ at 3@ 4@ 5@  
  536.     00AD: set_car 0@ max_speed_to 200.0
  537.     04BA: set_car 0@ speed_to 200.0            
  538.     0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  539.     until 33@ > 300
  540. wait 500
  541.     repeat
  542.     wait 0
  543.     04BA: set_car 0@ speed_to 15@
  544.     0175: set_car 0@ Z_angle_to 14@
  545.     00AB: put_car 0@ at 11@ 12@ 13@            
  546.     0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  547.     until 33@ > 300    
  548. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  549. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  550. 0B2D: write samp_memory 0x4830 value 23@ size 1
  551. 30@ = 0
  552. jump @First
  553.  
  554. :smashallcars_Work
  555. 33@ = 0  
  556. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  557. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  558. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  559. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  560. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  561. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  562. 0@ = Actor.CurrentCar(27@)
  563. 0172: 14@ = actor 27@ Z_angle
  564. 02E3: 15@ = car 0@ speed
  565. 00A0: store_actor 27@ position_to 11@ 12@ 13@
  566. repeat
  567. wait 0
  568.     for 26@ = 0 to 1500
  569.     0AD1: show_formatted_text_highpriority "Smash all cars is active, press and hold ~G~0 ~W~to deactivate" time 500
  570.         if
  571.         056E:   car 0@ defined
  572.         then
  573.             if 0AFF: samp 1@ = car_handle_by_samp_vehicle_id 26@
  574.             then
  575.                
  576.             if
  577.             00DB:   actor $PLAYER_ACTOR in_car 1@
  578.             then 1@ = 0
  579.             end    
  580.                 if
  581.                 056E:   car 1@ defined
  582.                 then
  583.                 046C: 2@ = car 1@ driver
  584.                     if
  585.                     056D:   actor 2@ defined
  586.                     then
  587.                     33@ = 0
  588.                     00A0: store_actor 2@ position_to 3@ 4@ 5@
  589.                     0172: 6@ = actor 2@ Z_angle
  590.                     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@
  591.                         if
  592.                         0021:   6@ > 180.0
  593.                         then
  594.                         000F: 6@ -= 180.0
  595.                         else
  596.                         000B: 6@ += 180.0
  597.                         end
  598.                        
  599.                         repeat
  600.                         wait 0
  601.                         0175: set_car 0@ Z_angle_to 6@
  602.                         0731: set_car 0@ y_angle_to 0.0
  603.                         00AB: put_car 0@ at 3@ 4@ 5@  
  604.                         00AD: set_car 0@ max_speed_to 450.0
  605.                         04BA: set_car 0@ speed_to 450.0  
  606.                         0224: set_car 0@ health_to 1000          
  607.                         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  608.                         until 33@ > 150                
  609.                     wait 250
  610.                     end  
  611.                 end                  
  612.             end        
  613.         else
  614.         0AD1: show_formatted_text_highpriority "~R~!~W~The car flew out of the streamed area~R~!" time 2000
  615.         33@ = 5000001
  616.         break
  617.         end
  618.  
  619.         if key_down 48
  620.         then
  621.         33@ = 5000001
  622.         break
  623.         end            
  624.     end    
  625. until 33@ > 500000  
  626.  
  627. repeat
  628. wait 0
  629. 04BA: set_car 0@ speed_to 15@
  630. 0175: set_car 0@ Z_angle_to 14@
  631. 00AB: put_car 0@ at 11@ 12@ 13@
  632. 0224: set_car 0@ health_to 1000            
  633. 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  634. until 33@ > 300    
  635. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  636. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  637. 0B2D: write samp_memory 0x4830 value 23@ size 1
  638. 30@ = 0                            
  639. jump @First
  640.  
  641. :smashall_Work
  642. 33@ = 0  
  643. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  644. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  645. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  646. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  647. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  648. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  649. 0@ = Actor.CurrentCar(27@)
  650. 0172: 14@ = actor 27@ Z_angle
  651. 02E3: 15@ = car 0@ speed
  652. 00A0: store_actor 27@ position_to 11@ 12@ 13@
  653.  
  654. repeat
  655. wait 0
  656.     for 26@ = 0 to 1000
  657.     0AD1: show_formatted_text_highpriority "Smash all is active, press and hold ~G~0 ~W~to deactivate" time 500
  658.         if
  659.         056E:   car 0@ defined
  660.         then
  661.             if 0B20: samp 2@ = actor_handle_by_samp_player_id 26@
  662.             then                              
  663.             33@ = 0
  664.             00A0: store_actor 2@ position_to 3@ 4@ 5@
  665.             0172: 6@ = actor 2@ Z_angle
  666.             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@
  667.                 if
  668.                 0021:   6@ > 180.0
  669.                 then
  670.                 000F: 6@ -= 180.0
  671.                 else
  672.                 000B: 6@ += 180.0
  673.                 end
  674.                            
  675.                 repeat
  676.                 wait 0
  677.                     0175: set_car 0@ Z_angle_to 6@
  678.                     0731: set_car 0@ y_angle_to 0.0
  679.                     00AB: put_car 0@ at 3@ 4@ 5@  
  680.                     00AD: set_car 0@ max_speed_to 450.0
  681.                     04BA: set_car 0@ speed_to 450.0  
  682.                     0224: set_car 0@ health_to 1000          
  683.                     0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  684.                 until 33@ > 150            
  685.             wait 250
  686.             end
  687.         else
  688.         0AD1: show_formatted_text_highpriority "~R~!~W~The car flew out of the streamed area~R~!" time 2000
  689.         33@ = 5000001
  690.         break
  691.         end
  692.  
  693.         if key_down 48
  694.         then
  695.         33@ = 5000001
  696.         break
  697.         end            
  698.     end    
  699. until 33@ > 500000      
  700.  
  701. if
  702. 056E:   car 0@ defined
  703. then
  704. 33@ = 0
  705.     repeat
  706.     wait 0
  707.     04BA: set_car 0@ speed_to 15@
  708.     0175: set_car 0@ Z_angle_to 14@
  709.     00AB: put_car 0@ at 11@ 12@ 13@
  710.     0224: set_car 0@ health_to 1000            
  711.     0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  712.     until 33@ > 300    
  713. end      
  714. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  715. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  716. 0B2D: write samp_memory 0x4830 value 23@ size 1
  717. 30@ = 0                    
  718. jump @First
  719.  
  720. :rain_ID
  721. wait 0
  722. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  723. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  724. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  725. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  726. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  727. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  728. 5@ += 80.555
  729. repeat
  730. wait 0    
  731. 0224: set_car 0@ health_to 0
  732. 00AB: put_car 0@ at 3@ 4@ 5@
  733. 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  734. until 33@ > 300      
  735. 14@ = Actor.CurrentCar($PLAYER_ACTOR)
  736. 0407: store_coords_to 11@ 12@ 13@ from_car 14@ with_offset 0.0 0.0 0.0
  737. 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 11@ 12@ 13@
  738. 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  739. 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  740. 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  741. 0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  742. 0AB1: @SYNC_VEHICLE 1 HANDLE 0@                  
  743. 036A: put_actor $PLAYER_ACTOR in_car 14@
  744. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  745. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  746. 0B2D: write samp_memory 0x4830 value 23@ size 1
  747. 30@ = 0
  748. jump @First
  749.  
  750.  
  751. :lagall
  752. wait 0
  753. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  754. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  755. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  756. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  757. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  758. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  759. for 6@ = 0 to 1500
  760.     if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  761.     then
  762.     00AB: put_car 0@ at 3@ 4@ 5@              
  763.     0AB1: @SYNC_VEHICLE 1 HANDLE 0@            
  764.     end      
  765. end
  766.  
  767. 0087: 7@ = 5@ // (float)
  768.  
  769. for 6@ = 0 to 1500
  770.     if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  771.     then
  772.     00AB: put_car 0@ at 3@ 4@ 7@
  773.     7@ += 1.0                        
  774.     end      
  775. end
  776. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  777. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  778. 0B2D: write samp_memory 0x4830 value 23@ size 1
  779. 30@ = 1
  780. jump @First
  781.  
  782. :bomber // 0@ = player id
  783. wait 0
  784. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  785. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  786. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  787. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  788. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  789. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  790.  
  791. 00A0: store_actor 0@ position_to 3@ 4@ 5@
  792. 5@ += 100.0
  793. 29@ = 0
  794. for 6@ = 0 to 1500
  795.     if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@
  796.     then
  797.         if
  798.         8119:   car 28@ wrecked //if not wrecked
  799.         then
  800.         046C: 2@ = car 28@ driver
  801.             if
  802.             056D:   actor 2@ defined
  803.             then
  804.             wait 0
  805.             else
  806.             29@++  
  807.             00AB: put_car 28@ at 3@ 4@ 5@
  808.             0224: set_car 28@ health_to 150
  809.             0175: set_car 28@ Z_angle_to 359.0
  810.             0AB1: @SYNC_VEHICLE 1 HANDLE 28@
  811.             wait 50        
  812.             end
  813.            
  814.             if 29@ == 1
  815.             then
  816.             3@ += 3.0
  817.             else
  818.                 if 29@ == 2
  819.                 then
  820.                 3@ -= 3.0
  821.                 4@ += 3.0
  822.                 else
  823.                     if 29@ == 3
  824.                     then
  825.                     3@ -= 3.0
  826.                     4@ -= 3.0
  827.                     else
  828.                         if 29@ == 4
  829.                         then
  830.                         3@ += 3.0
  831.                         4@ -= 3.0
  832.                         end
  833.                     end    
  834.                 end      
  835.             end
  836.         end        
  837.     end
  838.    
  839.     if 29@ > 4
  840.     then break
  841.     end  
  842. end
  843.  
  844. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  845. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  846. 0B2D: write samp_memory 0x4830 value 23@ size 1
  847. 30@ = 0
  848. jump @First
  849.  
  850.  
  851. :throw_work
  852. wait 0
  853. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  854. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  855. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  856. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  857. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  858. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  859. if
  860. 056D:   actor 27@ defined
  861. then
  862.     if
  863.     00DF:   actor 27@ driving
  864.     then
  865.     0@ = Actor.CurrentCar(27@)
  866.     00AA: store_car 0@ position_to 3@ 4@ 5@
  867.     5@ += 5.000
  868.     33@ = 0
  869.         repeat
  870.         wait 0    
  871.         0224: set_car 0@ health_to 50
  872.         00AB: put_car 0@ at 3@ 4@ 5@
  873.         0175: set_car 0@ Z_angle_to 0.0
  874.         0731: set_car 0@ y_angle_to -45.0
  875.         00AD: set_car 0@ max_speed_to 150.0
  876.         04BA: set_car 0@ speed_to 150.0                    
  877.         0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  878.         until 33@ > 300
  879.     else
  880.     0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  881.     end
  882. else
  883. 0AD1: show_formatted_text_highpriority "Player is out of range or offline" time 800
  884. end
  885.  
  886. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  887. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  888. 0B2D: write samp_memory 0x4830 value 23@ size 1
  889. 30@ = 0
  890. jump @First
  891.  
  892.  
  893.  
  894. //commands//commands//commands//commands//commands//commands
  895. //commands//commands//commands//commands//commands//commands
  896. //commands//commands//commands//commands//commands//commands
  897. //commands//commands//commands//commands//commands//commands
  898. //commands//commands//commands//commands//commands//commands
  899. //commands//commands//commands//commands//commands//commands
  900. //commands//commands//commands//commands//commands//commands
  901. //commands//commands//commands//commands//commands//commands
  902. //commands//commands//commands//commands//commands//commands
  903. //commands//commands//commands//commands//commands//commands
  904. //commands//commands//commands//commands//commands//commands
  905. //commands//commands//commands//commands//commands//commands
  906. //commands//commands//commands//commands//commands//commands
  907. //commands//commands//commands//commands//commands//commands
  908. //commands//commands//commands//commands//commands//commands
  909. //commands//commands//commands//commands//commands//commands
  910. //commands//commands//commands//commands//commands//commands
  911. //commands//commands//commands//commands//commands//commands
  912. //commands//commands//commands//commands//commands//commands
  913. //commands//commands//commands//commands//commands//commands
  914. //commands//commands//commands//commands//commands//commands
  915. //commands//commands//commands//commands//commands//commands
  916. //commands//commands//commands//commands//commands//commands
  917. //commands//commands//commands//commands//commands//commands
  918. //commands//commands//commands//commands//commands//commands
  919.  
  920.  
  921. :fire
  922. wait 0
  923. if
  924. 00DF:   actor $PLAYER_ACTOR driving
  925. then
  926. 0B35: samp 25@ = get_last_command_params
  927.     if
  928.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  929.     then
  930.     30@ = 4
  931.     0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  932.     else
  933.         if 30@ == 1
  934.         then
  935.         30@ = 3
  936.         03BD: destroy_sphere 7@
  937.         else
  938.         0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800
  939.         end
  940.     end
  941. else
  942. 0AD1: show_formatted_text_highpriority "You must be driving" time 800
  943. end
  944. Samp.CmdRet
  945.  
  946. :fire_h
  947. wait 0
  948. if
  949. 00DF:   actor $PLAYER_ACTOR driving
  950. then
  951. 0B35: samp 25@ = get_last_command_params
  952.     if
  953.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  954.     then
  955.     30@ = 10
  956.     0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  957.     else
  958.         if 30@ == 1
  959.         then
  960.         30@ = 9
  961.         03BD: destroy_sphere 7@
  962.         else
  963.         0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800
  964.         end
  965.     end
  966. else
  967. 0AD1: show_formatted_text_highpriority "You must be driving" time 800
  968. end
  969. Samp.CmdRet
  970.  
  971. :hp
  972. wait 0
  973. //if
  974. //00DF:   actor $PLAYER_ACTOR driving
  975. //then
  976. 0B35: samp 25@ = get_last_command_params
  977.     if
  978.     0AD4: 26@ = scan_string 25@ format "%d %d" 24@ 20@ //IF and SET
  979.     then
  980.     0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  981.         if
  982.         056D:   actor 27@ defined
  983.         then
  984.             if
  985.             00DF:   actor 27@ driving
  986.             then
  987.             0@ = Actor.CurrentCar(27@)
  988.             30@ = 5            
  989.             else
  990.             0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  991.             end
  992.         else
  993.         0AD1: show_formatted_text_highpriority "Specified player is out of range" time 800    
  994.         end
  995.     else
  996.     0AD1: show_formatted_text_highpriority "Wrong format [/hp <driverID> <health>]" time 800            
  997.     end
  998. //else
  999. //0AD1: show_formatted_text_highpriority "You must be driving" time 800
  1000. //end
  1001. Samp.CmdRet
  1002.  
  1003. :hp_all
  1004. wait 0
  1005. //if
  1006. //00DF:   actor $PLAYER_ACTOR driving
  1007. //then
  1008. 0B35: samp 25@ = get_last_command_params
  1009.     if
  1010.     0AD4: 26@ = scan_string 25@ format "%d" 20@ //IF and SET
  1011.     then
  1012.     30@ = 14
  1013.     else
  1014.     0AD1: show_formatted_text_highpriority "Wrong format [/hpall <health>]" time 800
  1015.     end
  1016. //else
  1017. //0AD1: show_formatted_text_highpriority "You must be driving" time 800
  1018. //end
  1019. Samp.CmdRet
  1020.  
  1021. :hp_unoccupied
  1022. wait 0
  1023. //if
  1024. //00DF:   actor $PLAYER_ACTOR driving
  1025. //then
  1026. 0B35: samp 25@ = get_last_command_params
  1027.     if
  1028.     0AD4: 26@ = scan_string 25@ format "%d %d" 24@ 20@ //IF and SET
  1029.     then
  1030.     0AFF: samp 0@ = car_handle_by_samp_vehicle_id 24@
  1031.         if
  1032.         056E:   car 0@ defined
  1033.         then
  1034.         30@ = 5
  1035.         else
  1036.         0AD1: show_formatted_text_highpriority "Specified car is out of range" time 800    
  1037.         end          
  1038.     else
  1039.     0AD1: show_formatted_text_highpriority "Wrong format [/hpu <car ID> <health>]" time 800            
  1040.     end
  1041. //else
  1042. //0AD1: show_formatted_text_highpriority "You must be driving" time 800
  1043. //end
  1044. Samp.CmdRet
  1045.  
  1046.  
  1047. :tpto
  1048. wait 0
  1049. if
  1050. 00DF:   actor $PLAYER_ACTOR driving
  1051. then
  1052. 0B35: samp 25@ = get_last_command_params
  1053.     if
  1054.     0AD4: 26@ = scan_string 25@ format "%d to %d" 24@ 23@ //IF and SET
  1055.     then
  1056.     0B20: samp 27@ = actor_handle_by_samp_player_id 24@ //victim
  1057.     0B20: samp 26@ = actor_handle_by_samp_player_id 23@ //tp to this person
  1058.         if
  1059.         056D:   actor 27@ defined
  1060.         then
  1061.             if
  1062.             056D:   actor 26@ defined
  1063.             then
  1064.                 if
  1065.                 00DF:   actor 27@ driving
  1066.                 then
  1067.                 0@ = Actor.CurrentCar(27@)
  1068.                 00A0: store_actor 26@ position_to 3@ 4@ 5@
  1069.                 0172: 6@ = actor 26@ Z_angle
  1070.                 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@
  1071.                 30@ = 6
  1072.                 03BD: destroy_sphere 7@
  1073.                 else
  1074.                 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  1075.                 end
  1076.             else
  1077.             0AD1: show_formatted_text_highpriority "1st stage 23@ Specified player is out of range. ID:%d" time 800 23@  
  1078.             end    
  1079.         else
  1080.         0AD1: show_formatted_text_highpriority "1st stage 24@ Specified player is out of range. ID:%d" time 800 24@  
  1081.         end
  1082.     else
  1083.         if
  1084.         0AD4: 26@ = scan_string 25@ format "%d to pos" 24@
  1085.         then
  1086.         0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1087.             if
  1088.             056D:   actor 27@ defined
  1089.             then
  1090.                 if
  1091.                 00DF:   actor 27@ driving
  1092.                 then
  1093.                     if
  1094.                     0C18: 2@ = strstr string1 25@ string2 "pos"
  1095.                     then
  1096.                         if 30@ == 1
  1097.                         then
  1098.                         0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1099.                         0@ = Actor.CurrentCar(27@)
  1100.                         30@ = 6
  1101.                         03BD: destroy_sphere 7@
  1102.                         04BA: set_car 0@ speed_to 0.0
  1103.                         else
  1104.                         0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800
  1105.                         end
  1106.                     else
  1107.                         if
  1108.                         0C18: 2@ = strstr string1 25@ string2 "mc"          
  1109.                         then
  1110.                         0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1111.                         0@ = Actor.CurrentCar(27@)
  1112.                         30@ = 6
  1113.                         03BD: destroy_sphere 7@
  1114.                         3@ = -2210.77
  1115.                         4@ = -1761.75
  1116.                         5@ = 485.082
  1117.                         0731: set_car 0@ y_angle_to 0.00
  1118.                         0175: set_car 0@ Z_angle_to 265.848
  1119.                         04BA: set_car 0@ speed_to 3.0
  1120.                         else
  1121.                             if
  1122.                             0C18: 2@ = strstr string1 25@ string2 "tw"
  1123.                             then
  1124.                             0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1125.                             0@ = Actor.CurrentCar(27@)
  1126.                             30@ = 6
  1127.                             03BD: destroy_sphere 7@
  1128.                             3@ = 1551.4
  1129.                             4@ = -1371.48
  1130.                             5@ = 316.938
  1131.                             0731: set_car 0@ y_angle_to 0.00
  1132.                             0175: set_car 0@ Z_angle_to 108.440
  1133.                             04BA: set_car 0@ speed_to 0.0
  1134.                             else
  1135.                                 if
  1136.                                 0C18: 2@ = strstr string1 25@ string2 "pd"  
  1137.                                 then
  1138.                                 0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1139.                                 0@ = Actor.CurrentCar(27@)
  1140.                                 30@ = 6
  1141.                                 03BD: destroy_sphere 7@
  1142.                                 3@ = 1536.53
  1143.                                 4@ = -1675.91
  1144.                                 5@ = 5.800
  1145.                                 0731: set_car 0@ y_angle_to 0.00
  1146.                                 04BA: set_car 0@ speed_to 0.0
  1147.                                 else
  1148.                                 0AD1: show_formatted_text_highpriority "Wrong format [/r2info]" time 800
  1149.                                 end
  1150.                             end          
  1151.                         end
  1152.                     end
  1153.                 else
  1154.                 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  1155.                 end
  1156.             else
  1157.             0AD1: show_formatted_text_highpriority "2. stage Specified player is out of range. ID:%d" time 800 24@
  1158.             end            
  1159.         end                  
  1160.     end
  1161. else
  1162. 0AD1: show_formatted_text_highpriority "You must be driving" time 800
  1163. end
  1164. Samp.CmdRet
  1165.  
  1166. :tpallto
  1167. wait 0
  1168. if
  1169. 00DF:   actor $PLAYER_ACTOR driving
  1170. then
  1171. 0B35: samp 25@ = get_last_command_params
  1172.     if
  1173.     0AD4: 26@ = scan_string 25@ format "to %d" 23@ //IF and SET
  1174.     then
  1175.     0B20: samp 26@ = actor_handle_by_samp_player_id 23@ //tp to this person
  1176.         if
  1177.         056D:   actor 26@ defined
  1178.         then
  1179.         00A0: store_actor 26@ position_to 3@ 4@ 5@
  1180.         0172: 6@ = actor 26@ Z_angle
  1181.         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@
  1182.         30@ = 13
  1183.         03BD: destroy_sphere 7@
  1184.         else
  1185.         0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 23@  
  1186.         end
  1187.     else
  1188.         if
  1189.         0C18: 2@ = strstr string1 25@ string2 "pos"
  1190.         then
  1191.             if 30@ == 1
  1192.             then
  1193.             30@ = 13
  1194.             03BD: destroy_sphere 7@
  1195.             else
  1196.             0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800
  1197.             end
  1198.         else
  1199.             if
  1200.             0C18: 2@ = strstr string1 25@ string2 "mc"          
  1201.             then
  1202.             30@ = 13
  1203.             03BD: destroy_sphere 7@
  1204.             3@ = -2210.77
  1205.             4@ = -1761.75
  1206.             5@ = 485.082
  1207.             else
  1208.                 if
  1209.                 0C18: 2@ = strstr string1 25@ string2 "tw"
  1210.                 then
  1211.                 30@ = 13
  1212.                 03BD: destroy_sphere 7@
  1213.                 3@ = 1551.4
  1214.                 4@ = -1371.48
  1215.                 5@ = 316.938
  1216.                 else
  1217.                     if
  1218.                     0C18: 2@ = strstr string1 25@ string2 "pd"  
  1219.                     then
  1220.                     30@ = 13
  1221.                     03BD: destroy_sphere 7@
  1222.                     3@ = 1536.53
  1223.                     4@ = -1675.91
  1224.                     5@ = 5.800
  1225.                     else
  1226.                     0AD1: show_formatted_text_highpriority "Wrong format [/trollinfo]" time 800
  1227.                     end
  1228.                 end          
  1229.             end
  1230.         end              
  1231.     end
  1232. else
  1233. 0AD1: show_formatted_text_highpriority "You must be driving" time 800
  1234. end
  1235. Samp.CmdRet
  1236.  
  1237.  
  1238. :smash
  1239. wait 0
  1240. if
  1241. 00DF:   actor $PLAYER_ACTOR driving
  1242. then
  1243. 0B35: samp 25@ = get_last_command_params
  1244.     if
  1245.     0AD4: 26@ = scan_string 25@ format "%d %d" 24@ 23@ //IF and SET
  1246.     then
  1247.     0B20: samp 27@ = actor_handle_by_samp_player_id 24@ //victim
  1248.     0B20: samp 26@ = actor_handle_by_samp_player_id 23@ //tp to this person
  1249.         if
  1250.         056D:   actor 27@ defined
  1251.         then
  1252.             if
  1253.             056D:   actor 26@ defined
  1254.             then
  1255.                 if
  1256.                 00DF:   actor 27@ driving
  1257.                 then
  1258.                 0@ = Actor.CurrentCar(27@)
  1259.                 0172: 14@ = actor 27@ Z_angle
  1260.                 02E3: 15@ = car 0@ speed
  1261.                 00A0: store_actor 26@ position_to 3@ 4@ 5@
  1262.                 0172: 6@ = actor 26@ Z_angle
  1263.                 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@
  1264.                 00A0: store_actor 27@ position_to 11@ 12@ 13@
  1265.                     if
  1266.                     0021:   6@ > 180.0
  1267.                     then
  1268.                     000F: 6@ -= 180.0
  1269.                     else
  1270.                     000B: 6@ += 180.0
  1271.                     end
  1272.                 30@ = 8
  1273.                 03BD: destroy_sphere 7@
  1274.                 else
  1275.                 0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  1276.                 end
  1277.             else
  1278.             0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 23@  
  1279.             end    
  1280.         else
  1281.         0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@  
  1282.         end                  
  1283.     end
  1284. else
  1285. 0AD1: show_formatted_text_highpriority "You must be driving" time 800
  1286. end
  1287. Samp.CmdRet
  1288.  
  1289. :rain
  1290. wait 0
  1291. if
  1292. 00DF:   actor $PLAYER_ACTOR driving
  1293. then
  1294. 0B35: samp 25@ = get_last_command_params
  1295.     if
  1296.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  1297.     then
  1298.         if
  1299.         0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1300.         then
  1301.             if
  1302.             00DF:   actor 27@ driving
  1303.             then
  1304.             30@ = 7
  1305.             03BD: destroy_sphere 7@
  1306.             00A0: store_actor 27@ position_to 3@ 4@ 5@
  1307.             0@ = Actor.CurrentCar(27@)
  1308.             else
  1309.             0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  1310.             end
  1311.         else
  1312.         0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@
  1313.         end
  1314.     else  
  1315.         if 30@ == 1
  1316.         then
  1317.         30@ = 2
  1318.         03BD: destroy_sphere 7@
  1319.         else
  1320.         0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800
  1321.         end
  1322.     end      
  1323. else
  1324. 0AD1: show_formatted_text_highpriority "You must be driving" time 800
  1325. end
  1326. Samp.CmdRet
  1327.  
  1328.  
  1329. :savepos
  1330. wait 0
  1331. 03BD: destroy_sphere 7@
  1332. 00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@
  1333. 03BC: 7@ = create_sphere_at 3@ 4@ 5@ radius 15.0
  1334. 018C: play_sound 1052 at 0.0 0.0 0.0
  1335. 29@ = 0
  1336. for 6@ = 0 to 1500
  1337.     if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@
  1338.     then
  1339.     046C: 2@ = car 28@ driver
  1340.         if
  1341.         056D:   actor 2@ defined
  1342.         then
  1343.         29@++          
  1344.         end
  1345.     end
  1346. end
  1347. if
  1348. 00DF:   actor $PLAYER_ACTOR driving
  1349. then
  1350. 29@ -= 1
  1351. end
  1352. 0AD1: show_formatted_text_highpriority "Position saved (~B~%d ~W~occupied vehicles in the area)" time 800 29@
  1353. 30@ = 1
  1354. Samp.CmdRet
  1355.  
  1356. :cancel
  1357. wait 0
  1358. 03BD: destroy_sphere 7@
  1359. 018C: play_sound 1053 at 0.0 0.0 0.0
  1360. 0AD1: show_formatted_text_highpriority "Position deleted" time 800
  1361. 3@ = 0.0
  1362. 4@ = 0.0
  1363. 5@ = 0.0
  1364. 30@ = 0
  1365. Samp.CmdRet
  1366.  
  1367. :count
  1368. wait 0
  1369. 29@ = 0
  1370. for 6@ = 0 to 1500
  1371.     if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@
  1372.     then
  1373.     046C: 2@ = car 28@ driver
  1374.         if
  1375.         056D:   actor 2@ defined
  1376.         then
  1377.         29@++          
  1378.         end
  1379.     end
  1380. end
  1381. if
  1382. 00DF:   actor $PLAYER_ACTOR driving
  1383. then
  1384. 29@ -= 1
  1385. end
  1386. 0AD1: "~B~%d ~W~occupied vehicles in the area" 800 29@
  1387. Samp.CmdRet
  1388.  
  1389. :collision
  1390. wait 0
  1391. if
  1392. 00DF:   actor $PLAYER_ACTOR driving
  1393. then
  1394. 0B12: 31@ = 31@ XOR 1
  1395.     if 31@ == 0
  1396.     then
  1397.         for 6@ = 0 to 1500
  1398.             if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  1399.             then
  1400.             099A: set_car 0@ collision_detection 1  
  1401.             0AD1: "No collision ~R~off" 800          
  1402.             end      
  1403.         end
  1404.     else
  1405.     0AD1: "No collision ~G~on" 800  
  1406.     end      
  1407. else
  1408. 31@ = 0    
  1409. 0AD1: "You must be driving" 800
  1410. end
  1411. Samp.CmdRet
  1412.  
  1413. :lag
  1414. wait 0
  1415. if 30@ == 1
  1416. then
  1417. 30@ = 11
  1418. 03BD: destroy_sphere 7@
  1419. else
  1420. 0AD1: show_formatted_text_highpriority "Save the position first [/pos])" time 800
  1421. end
  1422. Samp.CmdRet
  1423.  
  1424. :bomb
  1425. wait 0
  1426. 0B35: samp 25@ = get_last_command_params
  1427.     if
  1428.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  1429.     then
  1430.         if
  1431.         0B20: samp 0@ = actor_handle_by_samp_player_id 24@
  1432.         then      
  1433.         30@ = 12
  1434.         03BD: destroy_sphere 7@
  1435.         else
  1436.         0AD1: show_formatted_text_highpriority "Specified player is out of range or not connected" time 800    
  1437.         end          
  1438.     else
  1439.     0AD1: show_formatted_text_highpriority "Wrong format [/bm <player ID>]" time 800            
  1440.     end
  1441. Samp.CmdRet
  1442.  
  1443. :respawn_unoccupied
  1444. wait 0
  1445. 0B2E: 21@ = read_samp_memory 0x12D60 size 2
  1446. 0B2D: write samp_memory 0x12D60 value 0xC390 size 2
  1447. 0B2E: 22@ = read_samp_memory 0x13FA0 size 2
  1448. 0B2D: write samp_memory 0x13FA0 value 0xC390 size 2
  1449. 0B2E: 23@ = read_samp_memory 0x4830 size 1
  1450. 0B2D: write samp_memory 0x4830 value 0xC3 size 1
  1451.  
  1452. for 6@ = 0 to 1500
  1453.     if 0AFF: samp 28@ = car_handle_by_samp_vehicle_id 6@
  1454.     then
  1455.         if
  1456.         8119:   car 28@ wrecked //if not wrecked
  1457.         then
  1458.         046C: 2@ = car 28@ driver
  1459.             if
  1460.             056D:   actor 2@ defined
  1461.             then
  1462.             wait 0
  1463.             else
  1464.             0224: set_car 28@ health_to 0
  1465.             0AB1: @SYNC_VEHICLE 1 HANDLE 28@
  1466.             wait 50        
  1467.             end
  1468.         end        
  1469.     end
  1470. end
  1471. 0B2D: write samp_memory 0x12D60 value 21@ size 2
  1472. 0B2D: write samp_memory 0x13FA0 value 22@ size 2
  1473. 0B2D: write samp_memory 0x4830 value 23@ size 1
  1474. Samp.CmdRet
  1475.  
  1476. :throw
  1477. wait 0
  1478. if
  1479. 00DF:   actor $PLAYER_ACTOR driving
  1480. then
  1481. 0B35: samp 25@ = get_last_command_params
  1482.     if
  1483.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  1484.     then
  1485.     30@ = 15
  1486.     0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1487.     end
  1488. else
  1489. 0AD1: show_formatted_text_highpriority "You must be driving" time 800
  1490. end
  1491. Samp.CmdRet
  1492.  
  1493. :smashallcars
  1494. wait 0
  1495. if
  1496. 00DF:   actor $PLAYER_ACTOR driving
  1497. then
  1498. 0B35: samp 25@ = get_last_command_params
  1499.     if
  1500.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  1501.     then
  1502.         if
  1503.         0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1504.         then
  1505.             if
  1506.             00DF:   actor 27@ driving
  1507.             then
  1508.             30@ = 16
  1509.             03BD: destroy_sphere 7@
  1510.             else
  1511.             0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  1512.             end
  1513.         else
  1514.         0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@
  1515.         end  
  1516.     end
  1517. else
  1518. 0AD1: show_formatted_text_highpriority "You should be driving to avoid player being ejected from the car" time 800
  1519. 0B35: samp 25@ = get_last_command_params
  1520.     if
  1521.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  1522.     then
  1523.         if
  1524.         0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1525.         then
  1526.             if
  1527.             00DF:   actor 27@ driving
  1528.             then
  1529.             30@ = 16
  1530.             03BD: destroy_sphere 7@
  1531.             else
  1532.             0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  1533.             end
  1534.         else
  1535.         0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@
  1536.         end  
  1537.     end
  1538. end
  1539. Samp.CmdRet
  1540.  
  1541. :smashall
  1542. wait 0
  1543. if
  1544. 00DF:   actor $PLAYER_ACTOR driving
  1545. then
  1546. 0B35: samp 25@ = get_last_command_params
  1547.     if
  1548.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  1549.     then
  1550.         if
  1551.         0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1552.         then
  1553.             if
  1554.             00DF:   actor 27@ driving
  1555.             then
  1556.             30@ = 17
  1557.             03BD: destroy_sphere 7@
  1558.             else
  1559.             0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  1560.             end
  1561.         else
  1562.         0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@
  1563.         end  
  1564.     end
  1565. else
  1566. 0AD1: show_formatted_text_highpriority "You should be driving to avoid player being ejected from the car" time 800
  1567. 0B35: samp 25@ = get_last_command_params
  1568.     if
  1569.     0AD4: 26@ = scan_string 25@ format "%d" 24@ //IF and SET
  1570.     then
  1571.         if
  1572.         0B20: samp 27@ = actor_handle_by_samp_player_id 24@
  1573.         then
  1574.             if
  1575.             00DF:   actor 27@ driving
  1576.             then
  1577.             30@ = 16
  1578.             03BD: destroy_sphere 7@
  1579.             else
  1580.             0AD1: show_formatted_text_highpriority "Specified player must be driving" time 800
  1581.             end
  1582.         else
  1583.         0AD1: show_formatted_text_highpriority "Specified player is out of range. ID:%d" time 800 24@
  1584.         end  
  1585.     end
  1586. end
  1587. Samp.CmdRet
  1588.  
  1589. :info
  1590. wait 0
  1591. 0AF8: samp add_message_to_chat "{00A4E6}supremeTroll commands:" color 0xFFFFFFFF
  1592. 0AF8: samp add_message_to_chat "{FFFFFF}/pos {F7F694}(save position) " color 0xFFFFFFFF
  1593. 0AF8: samp add_message_to_chat "{FFFFFF}/dpos {F7F694}(delete last saved position)" color 0xFFFFFFFF
  1594. 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
  1595. 0AF8: samp add_message_to_chat "{FFFFFF}/r2 <driverID> {F7F694}(throw a single raindrop)[ejects me from the car for a moment]" color 0xFFFFFFFF
  1596. 0AF8: samp add_message_to_chat "{FFFFFF}/fw {F7F694}(set fireworks over your last saved position - occupied vehicles only)" color 0xFFFFFFFF
  1597. 0AF8: samp add_message_to_chat "{FFFFFF}/fw <driverID> {F7F694}(throws a specific player upwards)" color 0xFFFFFFFF
  1598. 0AF8: samp add_message_to_chat "{FFFFFF}/fwh {F7F694}(higher speed + no hp change)" color 0xFFFFFFFF
  1599. 0AF8: samp add_message_to_chat "{FFFFFF}/fwh <driverID> {F7F694}(higher speed + no hp change)" color 0xFFFFFFFF
  1600. 0AF8: samp add_message_to_chat "{FFFFFF}/ccars {F7F694}(counts occupied vehicles in the area)" color 0xFFFFFFFF
  1601. 0AF8: samp add_message_to_chat "{FFFFFF}/hp <driverID> <carhp> {F7F694}(set hp of a specific car around you)" color 0xFFFFFFFF
  1602. 0AF8: samp add_message_to_chat "{FFFFFF}/hpall <carhp> {F7F694}(set hp of all the occupied cars around you)" color 0xFFFFFFFF
  1603. 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
  1604. 0AF8: samp add_message_to_chat "{FFFFFF}/ch {F7F694}(makes your car heavy)" color 0xFFFFFFFF
  1605. 0AF8: samp add_message_to_chat "{FFFFFF}/tp <driverID> to <playerID> {F7F694}(teleport a driver to streamed in player)" color 0xFFFFFFFF
  1606. 0AF8: samp add_message_to_chat "{FFFFFF}/tp <driverID> to <placename> {F7F694} [mc - Mount Chillad][tw - LS Tower][pd - Police Department]" color 0xFFFFFFFF
  1607. 0AF8: samp add_message_to_chat "{FFFFFF}/tpall to <playerID> {F7F694}(teleport all the drivers to streamed in player)" color 0xFFFFFFFF
  1608. 0AF8: samp add_message_to_chat "{FFFFFF}/tpall to <placename> {F7F694} [mc - Mount Chillad][tw - LS Tower][pd - Police Department]" color 0xFFFFFFFF
  1609. 0AF8: samp add_message_to_chat "{FFFFFF}/sm <driverID> <playerID> {F7F694} (smashes the driver into another player)" color 0xFFFFFFFF
  1610. 0AF8: samp add_message_to_chat "{FFFFFF}/small <driverID> {F7F694} (smashes all the players and cars using specified driver)" color 0xFFFFFFFF
  1611. 0AF8: samp add_message_to_chat "{FFFFFF}/smallc <driverID> {F7F694} (smashes all the occupied cars using specified driver)" color 0xFFFFFFFF
  1612. 0AF8: samp add_message_to_chat "{FFFFFF}/showid {F7F694} (shows IDs of the streamed players)" color 0xFFFFFFFF
  1613. 0AF8: samp add_message_to_chat "{FFFFFF}/showcarid {F7F694} (shows IDs and health of the streamed vehicles)" color 0xFFFFFFFF
  1614. 0AF8: samp add_message_to_chat "{FFFFFF}/s1 <Name_Surname> {F7F694} (Player indicator) [from /s1 to /s9]" color 0xFFFFFFFF
  1615. 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
  1616. 0AF8: samp add_message_to_chat "{FFFFFF}/sswitch {F7F694} (hides/shows the current search)" color 0xFFFFFFFF
  1617. 0AF8: samp add_message_to_chat "{FFFFFF}/col{F7F694} (you can ram a tank with your faggio)" color 0xFFFFFFFF
  1618. 0AF8: samp add_message_to_chat "{FFFFFF}/lag {F7F694} (lags the surrounding players by tping all unoccupied vehicles to one spot)" color 0xFFFFFFFF
  1619. 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
  1620. 0AF8: samp add_message_to_chat "{FFFFFF}/reu {F7F694} (respawns unoccupied vehicles by setting their health to 0)" color 0xFFFFFFFF
  1621. 0AF8: samp add_message_to_chat "{FFFFFF}/thr <driverID> {F7F694}(throws a specific player to the side)" color 0xFFFFFFFF
  1622. Samp.CmdRet
  1623.  
  1624.  
  1625.  
  1626.  
  1627.  
  1628.  
  1629.  
  1630.  
  1631.  
  1632.  
  1633. //FUNCTIONS
  1634. //
  1635. //
  1636. //
  1637. //
  1638. //
  1639. //
  1640. //
  1641. //
  1642. //
  1643. //
  1644. //
  1645. //
  1646. //
  1647. //
  1648. //
  1649. //
  1650. //
  1651. //
  1652. //
  1653. //
  1654. //
  1655. //
  1656. //
  1657. //
  1658. //
  1659. //
  1660. //
  1661. //
  1662. //
  1663. //
  1664.  
  1665. //0AB1: @DistanceActorActor 2 Actor_handle 0@ Actor_handle 1@
  1666. :DistanceActorActor
  1667. 00A0: store_actor 0@ position_to 2@ 3@ 4@
  1668. 00A0: store_actor 1@ position_to 5@ 6@ 7@
  1669. 050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
  1670. 0AB2: ret 1 8@  
  1671.  
  1672. const
  1673. PACKET_VEHICLE_SYNC = 219
  1674. BS_TYPE_BYTE = 0
  1675. BS_TYPE_ARRAY = 5
  1676. end
  1677.  
  1678. //0AB1: @SYNC_VEHICLE 1 HANDLE 0@
  1679. :SYNC_VEHICLE
  1680. IF
  1681. 0B2C: 1@ = get_vehicle_id_by_car_handle 0@
  1682. THEN  
  1683.     0AC8: 31@ = allocate_memory_size 63 // struct stInCarData ( size = 63 )
  1684.     0C0D: struct 31@ offset 0 size 2 = 1@ // sVehicleID;
  1685.     0C0D: struct 31@ offset 2 size 2 = 0 // sLeftRightKeys;
  1686.     0C0D: struct 31@ offset 4 size 2 = 0 // sUpDownKeys;
  1687.     0C0D: struct 31@ offset 6 size 2 = 0 // sKeys;        
  1688.     0A97: 17@ = car 0@ struct  
  1689.     17@ += 0x14
  1690.     0A8D: 17@ = read_memory 17@ size 4 virtual_protect 0
  1691.     0AB1: call_scm_func @Quaternion_get 1 matrix_pointer 17@ Quat_x 18@ Quat_y 19@ Quat_z 20@ Quat_w 21@        
  1692.     0C0D: struct 31@ offset 8  size 4   = 18@
  1693.     0C0D: struct 31@ offset 12 size 4   = 19@
  1694.     0C0D: struct 31@ offset 16 size 4   = 20@
  1695.     0C0D: struct 31@ offset 20 size 4   = 21@
  1696.     0407: store_coords_to 24@ 23@ 22@ from_car 0@ with_offset 0.0 0.0 0.0
  1697.     0C0D: struct 31@ offset 24 size 4   = 24@
  1698.     0C0D: struct 31@ offset 28 size 4   = 23@
  1699.     0C0D: struct 31@ offset 32 size 4   = 22@    
  1700.     0A97: 22@ = car 0@ struct
  1701.     22@ += 68   //Snippet by OpcodeXe
  1702.     0A8D: 21@ = read_memory 22@ size 4 virtual_protect 0
  1703.     22@ += 0x4
  1704.     0A8D: 20@ = read_memory 22@ size 4 virtual_protect 0
  1705.     22@ += 0x4
  1706.     0A8D: 19@ = read_memory 22@ size 4 virtual_protect 0
  1707.     0C0D: struct 31@ offset 36  size 4   = 21@
  1708.     0C0D: struct 31@ offset 40  size 4   = 20@
  1709.     0C0D: struct 31@ offset 44  size 4   = 19@    
  1710.     0227: 18@ = car 0@ health
  1711.     0093: 17@ = integer 18@ to_float    
  1712.     0C0D: struct 31@ offset 48  size 4   = 17@  // car hp
  1713.     0226: 17@ = actor $PLAYER_ACTOR health
  1714.     0C0D: struct 31@ offset 52  size 1   = 17@   // PLAYER
  1715.     04DD: 16@ = actor $PLAYER_ACTOR armour
  1716.     0C0D: struct 31@ offset 53  size 1   = 16@   // ARMOUR
  1717.     0C0D: struct 31@ offset 54  size 1   = 0   // weapon    
  1718.     0C0D: struct 31@ offset 55  size 1   = 0   // siren
  1719.     0C0D: struct 31@ offset 56  size 1   = 0  
  1720.     0C0D: struct 31@ offset 57  size 2   = 0  
  1721.     0C0D: struct 31@ offset 59  size 4   = 0.0 // train speed    
  1722.     0B3D: raknet 29@ = new_bit_stream
  1723.     0B40: raknet bit_stream 29@ write PACKET_VEHICLE_SYNC type BS_TYPE_BYTE size 1
  1724.     0B40: raknet bit_stream 29@ write 31@ type BS_TYPE_ARRAY size 63
  1725.     0B8B: raknet send bit_stream 29@
  1726.     0B3E: raknet delete_bit_stream 29@
  1727.     0AC9: free_allocated_memory 31@
  1728. END
  1729. 0AB2: 0
  1730.  
  1731. :Quaternion_get
  1732. 0C0C: 1@ = struct 0@ offset 0 size 4
  1733. 0C0C: 2@ = struct 0@ offset 4 size 4
  1734. 0C0C: 3@ = struct 0@ offset 8 size 4
  1735. 0C0C: 4@ = struct 0@ offset 16 size 4
  1736. 0C0C: 5@ = struct 0@ offset 20 size 4
  1737. 0C0C: 6@ = struct 0@ offset 24 size 4
  1738. 0C0C: 7@ = struct 0@ offset 32 size 4
  1739. 0C0C: 8@ = struct 0@ offset 36 size 4
  1740. 0C0C: 9@ = struct 0@ offset 40 size 4
  1741.  
  1742. 005B: 10@ = 1@
  1743. 005B: 10@ += 5@
  1744. 005B: 10@ += 9@
  1745.  
  1746. if 0021: 10@ > 0.0
  1747. then
  1748. 0007: 0@ = 0.5
  1749. 000B: 10@ += 1.0
  1750. 01FB: sqrt 10@ store_to 10@
  1751. 0073: 0@ /= 10@  //s
  1752. 0007: 15@ = 0.25
  1753. 0073: 15@ /= 0@ //w
  1754. 005B: 16@ = 8@  //x
  1755. 0063: 16@ -= 6@
  1756. 006B: 16@ *= 0@
  1757. 005B: 17@ = 3@  //y
  1758. 0063: 17@ -= 7@
  1759. 006B: 17@ *= 0@
  1760. 005B: 18@ = 4@  //z
  1761. 0063: 18@ -= 2@
  1762. 006B: 18@ *= 0@
  1763. else if and
  1764.     0025: 1@ > 5@
  1765.     0025: 1@ > 9@
  1766.     then
  1767.     0007: 0@ = 2.0
  1768.     0007: 10@ = 1.0
  1769.     005B: 10@ += 1@
  1770.     0063: 10@ -= 5@
  1771.     0063: 10@ -= 9@
  1772.     01FB: sqrt 10@ store_to 10@
  1773.     006B: 0@ *= 10@ //s
  1774.     005B: 15@ = 8@ //w
  1775.     0063: 15@ -= 6@
  1776.     0073: 15@ /= 0@
  1777.     0007: 16@ = 0.25 //x
  1778.     006B: 16@ *= 0@
  1779.     005B: 17@ = 2@
  1780.     005B: 17@ += 4@
  1781.     0073: 17@ /= 0@
  1782.     005B: 18@ = 3@
  1783.     005B: 18@ += 7@
  1784.     0073: 18@ /= 0@
  1785.     else if 0025: 5@ > 9@
  1786.         then
  1787.         0007: 0@ = 2.0
  1788.         0007: 10@ = 1.0
  1789.         005B: 10@ += 5@
  1790.         0063: 10@ -= 1@
  1791.         0063: 10@ -= 9@
  1792.         01FB: sqrt 10@ store_to 10@
  1793.         006B: 0@ *= 10@ //s
  1794.         005B: 15@ = 3@ //w
  1795.         0063: 15@ -= 7@
  1796.         0073: 15@ /= 0@
  1797.         005B: 16@ = 2@ //x
  1798.         005B: 16@ += 4@
  1799.         0073: 16@ /= 0@
  1800.         0007: 17@ = 0.25 //y
  1801.         006B: 17@ *= 0@
  1802.         005B: 18@ = 6@  //z
  1803.         005B: 18@ += 8@
  1804.         0073: 18@ /= 0@
  1805.         else
  1806.         0007: 0@ = 2.0
  1807.         0007: 10@ = 1.0
  1808.         005B: 10@ += 9@
  1809.         0063: 10@ -= 1@
  1810.         0063: 10@ -= 5@
  1811.         01FB: sqrt 10@ store_to 10@
  1812.         006B: 0@ *= 10@ //s
  1813.         005B: 15@ = 4@ //w
  1814.         0063: 15@ -= 2@
  1815.         0073: 15@ /= 0@
  1816.         005B: 16@ = 3@ //x
  1817.         005B: 16@ += 7@
  1818.         0073: 16@ /= 0@
  1819.         005B: 17@ = 6@  //y
  1820.         005B: 17@ += 8@
  1821.         0073: 17@ /= 0@
  1822.         0007: 18@ = 0.25 //z
  1823.         006B: 18@ *= 0@
  1824.         end
  1825.     end
  1826. end          
  1827. 0AB2: ret 4 15@ 16@ 17@ 18@
  1828.  
  1829.  
  1830. //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@
  1831. :get3DXYZInFrontOf{X,Y,Z,ZA,YA,Distance}
  1832. 3@ *= -1.0
  1833. 02F6: 6@ = sine 3@
  1834. 006B: 6@ *= 5@
  1835. 005B: 0@ += 6@
  1836. 02F7: 6@ = cosine 3@
  1837. 006B: 6@ *= 5@
  1838. 005B: 1@ += 6@
  1839. 02F7: 6@ = cosine 4@
  1840. 0073: 5@ /= 6@
  1841. 02F6: 6@ = sine 4@
  1842. 006B: 5@ *= 6@
  1843. 005B: 2@ += 5@
  1844. 0AB2: ret 3 0@ 1@ 2@
  1845.  
  1846. //0AB1: @RUN_CLEO 8 AT LINE @Box_Actor_Timed TIME 1000 Actor_handle 1@ RGBA 0 204 0 255 THICKNESS 2.0
  1847. :RUN_CLEO
  1848. 0A9F: 32@ = current_thread_pointer
  1849. 000A: 32@ += 0x10
  1850. 0A8D: 32@ = read_memory 32@ size 4 virtual_protect 0
  1851. 0062: 32@ -= 0@
  1852. 0AA7: call_function 0x464C20 num_params 1 pop 1 32@ 33@
  1853. 005A: 32@ += 0@
  1854. 000A: 33@ += 0x10
  1855. 0A8C: write_memory 33@ size 4 value 32@ virtual_protect 0
  1856. 000A: 33@ += 0x2C
  1857. for 32@ = 0 to 30
  1858.     0A8C: write_memory 33@ size 4 value 1@(32@,30i) virtual_protect 0
  1859.     000A: 33@ += 4
  1860. end
  1861. 0AB2: ret 0
  1862.  
  1863. :Distance_player_car
  1864. 00A0: store_actor 0@ position_to 2@ 3@ 4@
  1865. 00AA: store_car 1@ position_to 5@ 6@ 7@
  1866. 050A: 8@ = distance_between_XYZ 2@ 3@ 4@ and_XYZ 5@ 6@ 7@
  1867. 0AB2: ret 1 8@
  1868.  
  1869.  
  1870.  
  1871. //////////////////////////////////////////////////////////////////////
  1872. //SHOWID
  1873. //////////////////////////////////////////////////////////////////////
  1874. //SHOWID
  1875. //////////////////////////////////////////////////////////////////////
  1876. //SHOWID
  1877. //////////////////////////////////////////////////////////////////////
  1878. //SHOWID
  1879.  
  1880. :CLEO_showID
  1881. 0000: NOP
  1882. 0B34: samp register_client_command "showid" to_label @showID
  1883. 0B34: samp register_client_command "showcarid" to_label @showcarID
  1884. 0B34: samp register_client_command "showobjectid" to_label @showobjectID
  1885. 31@ = 0
  1886. 27@ = 0
  1887. 26@ = 0
  1888.  
  1889. :ID_First
  1890. wait 0
  1891.  
  1892. if 31@ == 1
  1893. then
  1894. for 6@ = 0 to 999
  1895.     if 0B23:  samp is_player_connected 6@
  1896.     then
  1897.         if 0B20: samp 0@ = actor_handle_by_samp_player_id 6@
  1898.         then
  1899.             if
  1900.             02CB:   actor 0@ bounding_sphere_visible
  1901.             then
  1902.                 if
  1903.                 0449:   actor 0@ in_a_car
  1904.                 then
  1905.                 7@ = Actor.CurrentCar(0@)
  1906.                 046C: 29@ = car 7@ driver
  1907.                     if 003B:  29@ == 0@
  1908.                     then
  1909.                     00A0: store_actor 0@ position_to 1@ 2@ 3@
  1910.                     0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@
  1911.                     03F0: enable_text_draw 1
  1912.                     0AD3: 30@v = format "%d" 6@
  1913.                     0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color 0x00A4E6 shadow 1                    
  1914.                     else
  1915.                     00A0: store_actor 0@ position_to 1@ 2@ 3@
  1916.                     0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@
  1917.                     5@ -= 13
  1918.                     03F0: enable_text_draw 1
  1919.                     0AD3: 30@v = format "%d" 6@
  1920.                     0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color -1 shadow 1
  1921.                     end  
  1922.                 else                              
  1923.                 00A0: store_actor 0@ position_to 1@ 2@ 3@
  1924.                 0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@
  1925.                 03F0: enable_text_draw 1
  1926.                 0AD3: 30@v = format "%d" 6@
  1927.                 0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color -1 shadow 1
  1928.                 end
  1929.             end
  1930.         end        
  1931.     end      
  1932. end
  1933. end
  1934.  
  1935.  
  1936. if 27@ == 1
  1937. then
  1938. for 6@ = 0 to 3000
  1939.      if 0AFF: samp 0@ = car_handle_by_samp_vehicle_id 6@
  1940.      then
  1941.         if
  1942.         02CA:   car 0@ bounding_sphere_visible
  1943.         then
  1944.         00AA: store_car 0@ position_to 1@ 2@ 3@
  1945.         0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@
  1946.         03F0: enable_text_draw 1
  1947.         0AD3: 30@v = format "%d" 6@
  1948.         5@ += 17
  1949.         0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color 0xF7F694 shadow 1
  1950.         0227: 26@ = car 0@ health
  1951.         26@ /= 10
  1952.         0AD3: 29@v = format "HP:%d" 26@
  1953.         5@ += 17
  1954.         0D94: draw_text 29@v pos_xy 4@ 5@ align_xy 0.5 0.0 color 0xFF2F00 shadow 1            
  1955.         end
  1956.     end    
  1957. end
  1958. end
  1959.  
  1960.  
  1961.  
  1962. if 26@ == 1
  1963. then
  1964. for 6@ = 0 to 10000
  1965.      if 0B50: samp 0@ = object_handle_by_id 6@
  1966.      then
  1967.         if
  1968.         02CC:   object 0@ bounding_sphere_visible
  1969.         then
  1970.         01BB: store_object 0@ position_to 1@ 2@ 3@
  1971.         0B55: convert_3D_coords 1@ 2@ 3@ to_screen 4@ 5@
  1972.         03F0: enable_text_draw 1
  1973.         0984: 7@ = object 0@ model
  1974.         0AD3: 30@v = format "%d" 7@
  1975.         5@ += 17
  1976.         0D94: draw_text 30@v pos_xy 4@ 5@ align_xy 0.5 0.0 color 0xF7F694 shadow 1            
  1977.         end
  1978.     end    
  1979. end
  1980. jump @ID_First
  1981. end
  1982.  
  1983. jump @ID_First
  1984.  
  1985. :showID
  1986. wait 0
  1987. 0B12: 31@ = 31@ XOR 1
  1988. samp.CmdRet
  1989.  
  1990. :showcarID
  1991. wait 0
  1992. 0B12: 27@ = 27@ XOR 1
  1993. samp.CmdRet
  1994.  
  1995. :showobjectID
  1996. wait 0
  1997. 0B12: 26@ = 26@ XOR 1
  1998. samp.CmdRet
  1999.  
  2000.  
  2001.  
  2002. //////////////////////////////////////////////////////////////////////
  2003. //SEARCH
  2004. //////////////////////////////////////////////////////////////////////
  2005. //SEARCH
  2006. //////////////////////////////////////////////////////////////////////
  2007. //SEARCH
  2008.  
  2009. {
  2010.  
  2011. :CLEO_search
  2012. 0000: NOP
  2013. 0AC8: 21@ = 260
  2014. 0AC8: 22@ = 260
  2015. 0AC8: 23@ = 260
  2016. 0AC8: 24@ = 260
  2017. 0AC8: 25@ = 260
  2018. 0AC8: 26@ = 260
  2019. 0AC8: 27@ = 260
  2020. 0AC8: 19@ = 260
  2021. 0AC8: 18@ = 260  
  2022. 0B34: samp register_client_command "s1" to_label @search1
  2023. 0B34: samp register_client_command "s2" to_label @search2
  2024. 0B34: samp register_client_command "s3" to_label @search3
  2025. 0B34: samp register_client_command "s4" to_label @search4
  2026. 0B34: samp register_client_command "s5" to_label @search5
  2027. 0B34: samp register_client_command "s6" to_label @search6
  2028. 0B34: samp register_client_command "s7" to_label @search7
  2029. 0B34: samp register_client_command "s8" to_label @search8
  2030. 0B34: samp register_client_command "s9" to_label @search9  
  2031. 0B34: samp register_client_command "sswitch" to_label @cancelsearch
  2032. 1@ = 0
  2033. 2@ = 0
  2034. 3@ = 0
  2035. 4@ = 0
  2036. 5@ = 0
  2037. 6@ = 0
  2038. 7@ = 0
  2039. 8@ = 0
  2040. 9@ = 0
  2041. 10@ = 1
  2042.  
  2043. :SE_First
  2044. wait 0
  2045. if 10@ == 0
  2046. then
  2047. jump @SE_First
  2048. end
  2049.  
  2050. if
  2051. 056D:   actor $PLAYER_ACTOR defined
  2052. jf @SE_First
  2053. 28@ = 0
  2054.  
  2055. if 1@ == 1
  2056. then  
  2057. 0AB1: @Draw_name 2 Name 21@ Display_offset 28@
  2058. end
  2059.  
  2060. if 2@ == 1
  2061. then
  2062. 28@ += 19
  2063. 0AB1: @Draw_name 2 Name 22@ Display_offset 28@
  2064. end  
  2065.  
  2066. if 3@ == 1
  2067. then
  2068. 28@ += 19
  2069. 0AB1: @Draw_name 2 Name 23@ Display_offset 28@
  2070. end  
  2071.  
  2072. if 4@ == 1
  2073. then
  2074. 28@ += 19
  2075. 0AB1: @Draw_name 2 Name 24@ Display_offset 28@
  2076. end  
  2077.  
  2078. if 5@ == 1
  2079. then
  2080. 28@ += 19
  2081. 0AB1: @Draw_name 2 Name 25@ Display_offset 28@
  2082. end  
  2083.  
  2084. if 6@ == 1
  2085. then
  2086. 28@ += 19
  2087. 0AB1: @Draw_name 2 Name 26@ Display_offset 28@
  2088. end  
  2089.  
  2090. if 7@ == 1
  2091. then
  2092. 28@ += 19
  2093. 0AB1: @Draw_name 2 Name 27@ Display_offset 28@
  2094. end  
  2095.  
  2096. if 8@ == 1
  2097. then
  2098. 28@ += 19
  2099. 0AB1: @Draw_name 2 Name 19@ Display_offset 28@
  2100. end  
  2101.  
  2102. if 9@ == 1
  2103. then
  2104. 28@ += 19
  2105. 0AB1: @Draw_name 2 Name 18@ Display_offset 28@
  2106. end  
  2107. jump @SE_First
  2108.  
  2109.  
  2110.      
  2111.  
  2112. :search1
  2113. wait 0
  2114. 0B35: samp 29@ = get_last_command_params //
  2115. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2116. then    
  2117. 0C13: strcpy destination 21@ source 29@
  2118. 1@ = 1    
  2119. else  
  2120. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2121. 1@ = 0
  2122. end
  2123. samp.CmdRet
  2124.  
  2125. :search2
  2126. wait 0
  2127. 0B35: samp 29@ = get_last_command_params //5 = victim's name
  2128. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2129. then    
  2130. 0C13: strcpy destination 22@ source 29@
  2131. 2@ = 1    
  2132. else  
  2133. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2134. 2@ = 0
  2135. end
  2136. samp.CmdRet  
  2137.  
  2138. :search3
  2139. wait 0
  2140. 0B35: samp 29@ = get_last_command_params //5 = victim's name
  2141. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2142. then    
  2143. 0C13: strcpy destination 23@ source 29@
  2144. 3@ = 1    
  2145. else  
  2146. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2147. 3@ = 0
  2148. end
  2149. samp.CmdRet
  2150.  
  2151. :search4
  2152. wait 0
  2153. 0B35: samp 29@ = get_last_command_params //5 = victim's name
  2154. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2155. then    
  2156. 0C13: strcpy destination 24@ source 29@
  2157. 4@ = 1    
  2158. else  
  2159. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2160. 4@ = 0
  2161. end
  2162. samp.CmdRet
  2163.  
  2164. :search5
  2165. wait 0
  2166. 0B35: samp 29@ = get_last_command_params //5 = victim's name
  2167. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2168. then    
  2169. 0C13: strcpy destination 25@ source 29@
  2170. 5@ = 1    
  2171. else  
  2172. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2173. 5@ = 0
  2174. end
  2175. samp.CmdRet
  2176.  
  2177. :search6
  2178. wait 0
  2179. 0B35: samp 29@ = get_last_command_params //5 = victim's name
  2180. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2181. then    
  2182. 0C13: strcpy destination 26@ source 29@
  2183. 6@ = 1    
  2184. else  
  2185. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2186. 6@ = 0
  2187. end
  2188. samp.CmdRet
  2189.  
  2190. :search7
  2191. wait 0
  2192. 0B35: samp 29@ = get_last_command_params //5 = victim's name
  2193. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2194. then    
  2195. 0C13: strcpy destination 27@ source 29@
  2196. 7@ = 1    
  2197. else  
  2198. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2199. 7@ = 0
  2200. end
  2201. samp.CmdRet
  2202.  
  2203.  
  2204. :search8
  2205. wait 0
  2206. 0B35: samp 29@ = get_last_command_params //5 = victim's name
  2207. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2208. then    
  2209. 0C13: strcpy destination 19@ source 29@
  2210. 8@ = 1    
  2211. else  
  2212. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2213. 8@ = 0
  2214. end
  2215. samp.CmdRet
  2216.  
  2217. :search9
  2218. wait 0
  2219. 0B35: samp 29@ = get_last_command_params //5 = victim's name
  2220. if 0AD4: $nouse = scan_string 29@ format "%s" $nouse
  2221. then    
  2222. 0C13: strcpy destination 18@ source 29@
  2223. 9@ = 1    
  2224. else  
  2225. //0AF8: samp add_message_to_chat "Wrong format. Make sure to type the command properly [Example: /victim Albert_Einstein]" color 0xFF4800
  2226. 9@ = 0
  2227. end
  2228. samp.CmdRet
  2229.  
  2230. :cancelsearch        
  2231. wait 0
  2232. 0B12: 10@ = 10@ XOR 1
  2233. samp.CmdRet
  2234.  
  2235.  
  2236.  
  2237.  
  2238. //0AB1: @Draw_name 2 Name 0@ Display_offset y@ Is_player_near_store_to 1@
  2239. :Draw_name
  2240. 0AC8: 7@ = allocate_memory_size 260
  2241. 5@ = 0  
  2242. //0AC8: 0@ = allocate_memory_size 64
  2243. //06D2: 0@v = "EatMySmoke"  // @v = string
  2244. //0AD3: 0@ = format "%s" 0@    
  2245. 0B5A: get_screen_resolution 30@ 31@ //int
  2246. 30@ /= 10
  2247. 30@ *= 8
  2248. 31@ /= 2
  2249. 005A: 31@ += 1@
  2250.            
  2251. for 3@ = 0 to 300
  2252.     if 0B23:  samp is_player_connected 3@
  2253.     then
  2254.     0B36: samp 4@ = get_player_nickname 3@  
  2255.         if
  2256.         0C14: strcmp string1 4@ string2 0@    
  2257.         then
  2258.         5@ = 1
  2259.         03F0: enable_text_draw 1
  2260.         0AD3: 8@v = format "ID:%d" 3@
  2261.             if
  2262.             0B20: samp 2@ = actor_handle_by_samp_player_id 3@
  2263.             then
  2264.                 if
  2265.                 0B5C:  samp is_player 3@ paused
  2266.                 then
  2267.                 0AD3: 8@v = format "ID:%d [AFK]" 3@
  2268.                 end
  2269.                
  2270.                 if
  2271.                 0449:   actor 2@ in_a_car
  2272.                 then
  2273.                 27@ = Actor.CurrentCar(2@)
  2274.                 046C: 28@ = car 27@ driver
  2275.                     if 003B:  28@ == 2@
  2276.                     then  
  2277.                     03F0: enable_text_draw 1                
  2278.                     0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1
  2279.                     30@ += 170
  2280.                     0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1
  2281.                     30@ -= 170
  2282.                         if
  2283.                         02CB:   actor 2@ bounding_sphere_visible
  2284.                         then
  2285.                         00A0: store_actor 2@ position_to 25@ 26@ 27@                                      
  2286.                         0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@
  2287.                         03F0: enable_text_draw 1
  2288.                         26@ -= 25
  2289.                         25@ -= 70
  2290.                         0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1
  2291.                         25@ += 130
  2292.                         0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color 0x00A4E6 shadow 1
  2293.                         25@ -= 130
  2294.                         end
  2295.                     else
  2296.                     03F0: enable_text_draw 1
  2297.                     0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1
  2298.                     30@ += 170
  2299.                     0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1
  2300.                     30@ -= 170
  2301.                         if
  2302.                         02CB:   actor 2@ bounding_sphere_visible
  2303.                         then
  2304.                         00A0: store_actor 2@ position_to 25@ 26@ 27@                                      
  2305.                         0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@
  2306.                         03F0: enable_text_draw 1
  2307.                         26@ -= 25
  2308.                         25@ -= 70
  2309.                         0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1
  2310.                         25@ += 130
  2311.                         0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1
  2312.                         25@ -= 130
  2313.                         end
  2314.                     end    
  2315.                 else
  2316.                 03F0: enable_text_draw 1
  2317.                 0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1
  2318.                 30@ += 170
  2319.                 0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color -1 shadow 1
  2320.                 30@ -= 170
  2321.                     if
  2322.                     02CB:   actor 2@ bounding_sphere_visible
  2323.                     then
  2324.                     00A0: store_actor 2@ position_to 25@ 26@ 27@                                      
  2325.                     0B55: convert_3D_coords 25@ 26@ 27@ to_screen 25@ 26@
  2326.                     03F0: enable_text_draw 1
  2327.                     25@ -= 70
  2328.                     26@ -= 25
  2329.                     0D94: draw_text 0@ pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1
  2330.                     25@ += 130
  2331.                     0D94: draw_text 8@v pos_xy 25@ 26@ align_xy 0.0 0.0 color -1 shadow 1
  2332.                     25@ -= 130
  2333.                     end    
  2334.                 end
  2335.             else
  2336.             //if not streamed in
  2337.             03F0: enable_text_draw 1
  2338.             0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1
  2339.             30@ += 170
  2340.             0D94: draw_text 8@v pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x575757 shadow 1
  2341.             30@ -= 170
  2342.             end        
  2343.         end
  2344.     end                      
  2345. end
  2346. if
  2347. 5@ == 0
  2348. then
  2349. //if offline
  2350. 03F0: enable_text_draw 1
  2351. 0D94: draw_text 0@ pos_xy 30@ 31@ align_xy 0.0 0.0 color 0x000000 shadow 1  
  2352. end
  2353. 0AC9: free_allocated_memory 7@
  2354. 0AB2: ret 0
  2355.  
  2356.  
  2357. }
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