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supremeTroll.cs

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Jan 16th, 2015
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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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