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  1. // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
  2. {$CLEO .cs}
  3.  
  4. //-------------MAIN---------------
  5. 03A4: name_thread 'TIME'
  6.  
  7. :TIME_11
  8. 0001: wait 0 ms
  9. 0006: 0@ = -229908
  10. 00D6: if and
  11. 0038: &0(0@,1i) == 1398034256
  12. 80DF: not actor $PLAYER_ACTOR driving
  13. 004D: jump_if_false @TIME_11
  14. 0004: &0(0@,1i) = 1398034176
  15. 015D: set_gamespeed 0.02
  16. 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0
  17. 0901: enable_player $PLAYER_CHAR jump_key 0
  18. 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0
  19.  
  20. :TIME_105
  21. 0001: wait 0 ms
  22. 00D6: if and
  23. 03EE: player $PLAYER_CHAR controllable
  24. 00E1: player $PLAYER_ACTOR pressed_key 1
  25. 83CA: not object 4@ exists
  26. 004D: jump_if_false @TIME_325
  27. 00A0: store_actor $PLAYER_ACTOR position_to 23@ 24@ 25@
  28. 000B: 25@ += -0.2
  29. 0247: load_model 1582
  30. 038B: load_requested_models
  31.  
  32. :TIME_168
  33. 00D6: if
  34. 0248: model 1582 available
  35. 004D: jump_if_false @TIME_191
  36. 0002: jump @TIME_202
  37.  
  38. :TIME_191
  39. 0001: wait 0 ms
  40. 0002: jump @TIME_168
  41.  
  42. :TIME_202
  43. 0107: 4@ = create_object 1582 at 23@ 24@ 25@
  44. 0249: release_model 1582
  45. 0382: set_object 4@ collision_detection 0
  46. 0750: set_object 4@ visibility 0
  47. 09CA: set_object 4@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
  48. 0470: 20@ = actor $PLAYER_ACTOR current_weapon
  49. 0172: 21@ = actor $PLAYER_ACTOR Z_angle
  50. 000B: 21@ += -90.0
  51. 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 4@ offset_from_object_origin 0.0 0.0 0.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 20@
  52. 0858: set_player $PLAYER_CHAR scan_horizon_to_angle 21@ rotation_speed 36000.0
  53.  
  54. :TIME_325
  55. 00D6: if and
  56. 80E1: not player $PLAYER_ACTOR pressed_key 1
  57. 03CA: object 4@ exists
  58. 004D: jump_if_false @TIME_358
  59. 0465: remove_actor $PLAYER_ACTOR from_turret_mode
  60. 0108: destroy_object 4@
  61.  
  62. :TIME_358
  63. 0A96: 20@ = actor $PLAYER_ACTOR struct
  64. 000A: 20@ += 1448
  65. 0006: 21@ = 0
  66.  
  67. :TIME_381
  68. 000A: 20@ += 28
  69. 000A: 20@ += 4
  70. 0A8D: 22@ = read_memory 20@ size 4 virtual_protect 0
  71. 000A: 20@ += -4
  72. 0A8C: write_memory 20@ size 4 value 22@ virtual_protect 0
  73. 000A: 21@ += 1
  74. 0019: 21@ > 12
  75. 004D: jump_if_false @TIME_381
  76. 068D: get_camera_position_to 20@ 21@ 22@
  77. 068E: get_camera_target_point_to 23@ 24@ 25@
  78. 0063: 23@ -= 20@ // (float)
  79. 0063: 24@ -= 21@ // (float)
  80. 0087: 28@ = 23@ // (float)
  81. 0087: 29@ = 24@ // (float)
  82. 0050: gosub @TIME_1445
  83. 0087: 20@ = 27@ // (float)
  84. 0494: get_joystick 0 direction_offset_to 28@ 29@ 27@ 27@
  85. 0012: 29@ *= -1
  86. 0093: 28@ = integer 28@ to_float
  87. 0093: 29@ = integer 29@ to_float
  88. 00D6: if and
  89. 0021: 28@ > -32.0
  90. 0023: 32.0 > 28@
  91. 0021: 29@ > -32.0
  92. 0023: 32.0 > 29@
  93. 03EE: player $PLAYER_CHAR controllable
  94. 004D: jump_if_false @TIME_649
  95. 00A0: store_actor $PLAYER_ACTOR position_to 23@ 24@ 25@
  96. 000B: 25@ += -1.0
  97. 00A1: put_actor $PLAYER_ACTOR at 23@ 24@ 25@
  98.  
  99. :TIME_649
  100. 0050: gosub @TIME_1445
  101. 005B: 27@ += 20@ // (float)
  102. 00D6: if and
  103. 03EE: player $PLAYER_CHAR controllable
  104. 00E1: player 0 pressed_key 19
  105. 004D: jump_if_false @TIME_696
  106. 000B: 27@ += 180.0
  107.  
  108. :TIME_696
  109. 0172: 28@ = actor $PLAYER_ACTOR Z_angle
  110. 0063: 28@ -= 27@ // (float)
  111. 00D6: if or
  112. 0021: 28@ > 1.0
  113. 0023: -1.0 > 28@
  114. 004D: jump_if_false @TIME_751
  115. 0173: set_actor $PLAYER_ACTOR Z_angle_to 27@
  116.  
  117. :TIME_751
  118. 00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
  119. 000B: 22@ += -0.1
  120. 0A96: 0@ = actor $PLAYER_ACTOR struct
  121. 000A: 0@ += 20
  122. 0050: gosub @TIME_1733
  123. 0085: 0@ = 1@ // (int)
  124. 000A: 0@ += 48
  125. 0087: 1@ = 20@ // (float)
  126. 0050: gosub @TIME_1764
  127. 0A96: 0@ = actor $PLAYER_ACTOR struct
  128. 000A: 0@ += 20
  129. 0050: gosub @TIME_1733
  130. 0085: 0@ = 1@ // (int)
  131. 000A: 0@ += 52
  132. 0087: 1@ = 21@ // (float)
  133. 0050: gosub @TIME_1764
  134. 0A96: 0@ = actor $PLAYER_ACTOR struct
  135. 000A: 0@ += 20
  136. 0050: gosub @TIME_1733
  137. 0085: 0@ = 1@ // (int)
  138. 000A: 0@ += 56
  139. 0087: 1@ = 22@ // (float)
  140. 0050: gosub @TIME_1764
  141. 0A9F: 0@ = current_thread_pointer
  142. 000A: 0@ += 16
  143. 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
  144. 000E: 0@ -= -1830
  145.  
  146. :TIME_963
  147. 0A8D: 1@ = read_memory 0@ size 2 virtual_protect 0
  148. 00D6: if
  149. 0039: 1@ == 0
  150. 004D: jump_if_false @TIME_1000
  151. 0002: jump @TIME_1325
  152.  
  153. :TIME_1000
  154. 00D6: if
  155. 0039: 1@ == 2304
  156. 004D: jump_if_false @TIME_1311
  157. 000A: 0@ += 4
  158. 0A9F: 2@ = current_thread_pointer
  159. 000A: 2@ += 16
  160. 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
  161. 000E: 2@ -= -1245
  162. 000A: 2@ += 7
  163. 0006: 1@ = 0
  164.  
  165. :TIME_1072
  166. 0A8C: write_memory 2@ size 1 value 0 virtual_protect 0
  167. 000A: 2@ += 1
  168. 000A: 1@ += 1
  169. 0019: 1@ > 23
  170. 004D: jump_if_false @TIME_1072
  171. 0A9F: 2@ = current_thread_pointer
  172. 000A: 2@ += 16
  173. 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
  174. 000E: 2@ -= -1245
  175. 000A: 2@ += 7
  176. 0006: 1@ = 0
  177.  
  178. :TIME_1157
  179. 0A8D: 3@ = read_memory 0@ size 1 virtual_protect 0
  180. 00D6: if
  181. 0039: 3@ == 0
  182. 004D: jump_if_false @TIME_1194
  183. 0002: jump @TIME_1241
  184.  
  185. :TIME_1194
  186. 0A8C: write_memory 2@ size 1 value 3@ virtual_protect 0
  187. 000A: 0@ += 1
  188. 000A: 2@ += 1
  189. 000A: 1@ += 1
  190. 0019: 1@ > 23
  191. 004D: jump_if_false @TIME_1157
  192.  
  193. :TIME_1241
  194. 06D2: 20@v = "XXXXXXXXXXXXXXXXXXXXXXXX" // @v = string
  195. 00D6: if
  196. 0611: actor $PLAYER_ACTOR performing_animation 20@v
  197. 004D: jump_if_false @TIME_1304
  198. 0393: actor $PLAYER_ACTOR perform_animation 20@v at 50.0 times_normal_rate
  199.  
  200. :TIME_1304
  201. 0002: jump @TIME_1318
  202.  
  203. :TIME_1311
  204. 000A: 0@ += 1
  205.  
  206. :TIME_1318
  207. 0002: jump @TIME_963
  208.  
  209. :TIME_1325
  210. 00D6: if
  211. 00E1: player 0 pressed_key 15
  212. 004D: jump_if_false @TIME_105
  213. 015D: set_gamespeed 1.0
  214. 00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
  215. 000B: 22@ += -1.0
  216. 00A1: put_actor $PLAYER_ACTOR at 20@ 21@ 22@
  217. 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0
  218. 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
  219. 0901: enable_player $PLAYER_CHAR jump_key 1
  220. 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1
  221. 0002: jump @TIME_11
  222. 004E: end_thread
  223.  
  224. :TIME_1445
  225. 0509: 27@ = distance_between_XY 28@ 29@ and_XY 0.0 0.0
  226. 0073: 28@ /= 27@ // (float)
  227. 0073: 29@ /= 27@ // (float)
  228. 0509: 27@ = distance_between_XY 28@ 29@ and_XY 0.0 1.0
  229. 0006: 26@ = 0
  230.  
  231. :TIME_1510
  232. 0017: 27@ /= 2.0
  233. 006B: 27@ *= 27@ // (float)
  234. 0087: 29@ = 27@ // (float)
  235. 0013: 27@ *= -1.0
  236. 000B: 27@ += 1.0
  237. 01FB: 27@ = square_root 27@
  238. 0013: 27@ *= -1.0
  239. 000B: 27@ += 1.0
  240. 006B: 27@ *= 27@ // (float)
  241. 005B: 27@ += 29@ // (float)
  242. 01FB: 27@ = square_root 27@
  243. 000A: 26@ += 1
  244. 0019: 26@ > 11
  245. 004D: jump_if_false @TIME_1510
  246. 0013: 27@ *= 4096.0
  247. 0017: 27@ /= 3.141529
  248. 0013: 27@ *= 180.0
  249. 00D6: if
  250. 0021: 28@ > 0.0
  251. 004D: jump_if_false @TIME_1700
  252. 0013: 27@ *= -1.0
  253. 000B: 27@ += 360.0
  254.  
  255. :TIME_1700
  256. 0051: return
  257. 000E: 0@ -= 10787168
  258. 0016: 0@ /= 4
  259. 008A: &0(0@,1i) = 1@ // (int)
  260. 0051: return
  261.  
  262. :TIME_1733
  263. 000E: 0@ -= 10787168
  264. 0016: 0@ /= 4
  265. 008B: 1@ = &0(0@,1i) // (int)
  266. 0051: return
  267.  
  268. :TIME_1764
  269. 000E: 0@ -= 10787168
  270. 0016: 0@ /= 4
  271. 0088: &0(0@,1i) = 1@ // (float)
  272. 0051: return
  273. 000E: 0@ -= 10787168
  274. 0016: 0@ /= 4
  275. 0089: 1@ = &0(0@,1i) // (float)
  276. 0051: return
  277. 0900: clear_object "SWIM_UNDER" last_weapon_damage
  278. 0900: clear_object "SWIM_CRAWL" last_weapon_damage
  279. 0900: clear_object "FIGHTA_1" last_weapon_damage
  280. 0900: clear_object "FIGHTA_2" last_weapon_damage
  281. 0900: clear_object "FIGHTA_3" last_weapon_damage
  282. 0900: clear_object "FIGHTA_G" last_weapon_damage
  283. 0900: clear_object "MSCLEWALKST_ARMED" last_weapon_damage
  284. 0900: clear_object "MSCLEWALKST_CSAW" last_weapon_damage
  285. 0900: clear_object "MSCLE_RCKT_RUN" last_weapon_damage
  286. 0900: clear_object "MSCLE_RCKT_WALKST" last_weapon_damage
  287. 0900: clear_object "MSCLE_RUN_CSAW" last_weapon_damage
  288. 0900: clear_object "MUSCLEIDLE" last_weapon_damage
  289. 0900: clear_object "MUSCLEIDLE_ARMED" last_weapon_damage
  290. 0900: clear_object "MUSCLEIDLE_CSAW" last_weapon_damage
  291. 0900: clear_object "MUSCLEIDLE_ROCKET" last_weapon_damage
  292. 0900: clear_object "MUSCLERUN" last_weapon_damage
  293. 0900: clear_object "MUSCLERUN_ARMED" last_weapon_damage
  294. 0900: clear_object "MUSCLESPRINT" last_weapon_damage
  295. 0900: clear_object "MUSCLEWALK" last_weapon_damage
  296. 0900: clear_object "MUSCLEWALKSTART" last_weapon_damage
  297. 0900: clear_object "MUSCLEWALK_ARMED" last_weapon_damage
  298. 0900: clear_object "MUSCLEWALK_CSAW" last_weapon_damage
  299. 0900: clear_object "MUSCLEWALK_ROCKET" last_weapon_damage
  300. 0900: clear_object "FATIDLE" last_weapon_damage
  301. 0900: clear_object "FATIDLE_ARMED" last_weapon_damage
  302. 0900: clear_object "FATIDLE_CSAW" last_weapon_damage
  303. 0900: clear_object "FATIDLE_ROCKET" last_weapon_damage
  304. 0900: clear_object "FATRUN" last_weapon_damage
  305. 0900: clear_object "FATRUN_ARMED" last_weapon_damage
  306. 0900: clear_object "FATRUN_CSAW" last_weapon_damage
  307. 0900: clear_object "FATRUN_ROCKET" last_weapon_damage
  308. 0900: clear_object "FATSPRINT" last_weapon_damage
  309. 0900: clear_object "FATWALK" last_weapon_damage
  310. 0900: clear_object "FATWALKSTART" last_weapon_damage
  311. 0900: clear_object "FATWALKSTART_CSAW" last_weapon_damage
  312. 0900: clear_object "FATWALKST_ARMED" last_weapon_damage
  313. 0900: clear_object "FATWALKST_ROCKET" last_weapon_damage
  314. 0900: clear_object "FATWALK_ARMED" last_weapon_damage
  315. 0900: clear_object "FATWALK_CSAW" last_weapon_damage
  316. 0900: clear_object "FATWALK_ROCKET" last_weapon_damage
  317. 0900: clear_object "IDLE_TIRED" last_weapon_damage
  318. 0900: clear_object "GETUP_FRONT" last_weapon_damage
  319. 0900: clear_object "GETUP" last_weapon_damage
  320. 0900: clear_object "FALL_GLIDE" last_weapon_damage
  321. 0900: clear_object "FALL_FRONT" last_weapon_damage
  322. 0900: clear_object "FALL_BACK" last_weapon_damage
  323. 0900: clear_object "FALL_LAND" last_weapon_damage
  324. 0900: clear_object "FALL_FALL" last_weapon_damage
  325. 0900: clear_object "FALL_COLLAPSE" last_weapon_damage
  326. 0900: clear_object "FLOOR_HIT" last_weapon_damage
  327. 0900: clear_object "HIT_R" last_weapon_damage
  328. 0900: clear_object "HIT_L" last_weapon_damage
  329. 0900: clear_object "HIT_BACK" last_weapon_damage
  330. 0900: clear_object "HIT_FRONT" last_weapon_damage
  331. 0900: clear_object "CAR_OPEN_LHS" last_weapon_damage
  332. 0900: clear_object "CAR_OPEN_LHS" last_weapon_damage
  333. 0900: clear_object "CLIMB_JUMP2FALL" last_weapon_damage
  334. 0900: clear_object "CLIMB_JUMP_B" last_weapon_damage
  335. 0900: clear_object "CLIMB_STAND_FINISH" last_weapon_damage
  336. 0900: clear_object "CLIMB_STAND" last_weapon_damage
  337. 0900: clear_object "CLIMB_PULL" last_weapon_damage
  338. 0900: clear_object "CLIMB_IDLE" last_weapon_damage
  339. 0900: clear_object "CLIMB_JUMP" last_weapon_damage
  340. 0900: clear_object "FIGHTIDLE" last_weapon_damage
  341. 0900: clear_object "CROUCH_ROLL_L" last_weapon_damage
  342. 0900: clear_object "CROUCH_ROLL_R" last_weapon_damage
  343. 0900: clear_object "GUNCROUCHBWD" last_weapon_damage
  344. 0900: clear_object "GUNCROUCHFWD" last_weapon_damage
  345. 0900: clear_object "GUNMOVE_BWD" last_weapon_damage
  346. 0900: clear_object "GUNMOVE_FWD" last_weapon_damage
  347. 0900: clear_object "GUNMOVE_L" last_weapon_damage
  348. 0900: clear_object "GUNMOVE_R" last_weapon_damage
  349. 0900: clear_object "GUN_2_IDLE" last_weapon_damage
  350. 0900: clear_object "GUN_BUTT" last_weapon_damage
  351. 0900: clear_object "GUN_BUTT_CROUCH" last_weapon_damage
  352. 0900: clear_object "GUN_STAND" last_weapon_damage
  353. 0900: clear_object "IDLE_ARMED" last_weapon_damage
  354. 0900: clear_object "IDLE_CSAW" last_weapon_damage
  355. 0900: clear_object "IDLE_TIRED" last_weapon_damage
  356. 0900: clear_object "IDLE_HBHB" last_weapon_damage
  357. 0900: clear_object "IDLE_ROCKET" last_weapon_damage
  358. 0900: clear_object "IDLE_STANCE" last_weapon_damage
  359. 0900: clear_object "IDLE_TIRED" last_weapon_damage
  360. 0900: clear_object "JETPACK_IDLE" last_weapon_damage
  361. 0900: clear_object "JUMP_LAUNCH" last_weapon_damage
  362. 0900: clear_object "JUMP_GLIDE" last_weapon_damage
  363. 0900: clear_object "JUMP_LAND" last_weapon_damage
  364. 0900: clear_object "JUMP_LAUNCH_R" last_weapon_damage
  365. 0900: clear_object "PLAYER_SNEAK" last_weapon_damage
  366. 0900: clear_object "PLAYER_SNEAK_WALKSTART" last_weapon_damage
  367. 0900: clear_object "RUN_1ARMED" last_weapon_damage
  368. 0900: clear_object "RUN_ARMED" last_weapon_damage
  369. 0900: clear_object "RUN_CSAW" last_weapon_damage
  370. 0900: clear_object "RUN_LEFT" last_weapon_damage
  371. 0900: clear_object "RUN_PLAYER" last_weapon_damage
  372. 0900: clear_object "RUN_RIGHT" last_weapon_damage
  373. 0900: clear_object "RUN_ROCKET" last_weapon_damage
  374. 0900: clear_object "RUN_STOP" last_weapon_damage
  375. 0900: clear_object "RUN_STOPR" last_weapon_damage
  376. 0900: clear_object "SWIM_TREAD" last_weapon_damage
  377. 0900: clear_object "TURN_180" last_weapon_damage
  378. 0900: clear_object "TURN_L" last_weapon_damage
  379. 0900: clear_object "TURN_R" last_weapon_damage
  380. 0900: clear_object "WALK_ARMED" last_weapon_damage
  381. 0900: clear_object "WALK_CSAW" last_weapon_damage
  382. 0900: clear_object "WALK_PLAYER" last_weapon_damage
  383. 0900: clear_object "WALK_START" last_weapon_damage
  384. 0900: clear_object "WALK_START_ARMED" last_weapon_damage
  385. 0900: clear_object "WALK_START_CSAW" last_weapon_damage
  386. 0900: clear_object "WALK_START_ROCKET" last_weapon_damage
  387. 0900: clear_object "BAT_1" last_weapon_damage
  388. 0900: clear_object "BAT_2" last_weapon_damage
  389. 0900: clear_object "BAT_3" last_weapon_damage
  390. 0900: clear_object "BAT_4" last_weapon_damage
  391. 0900: clear_object "BAT_BLOCK" last_weapon_damage
  392. 0900: clear_object "BAT_HIT_1" last_weapon_damage
  393. 0900: clear_object "BAT_HIT_2" last_weapon_damage
  394. 0900: clear_object "BAT_HIT_3" last_weapon_damage
  395. 0900: clear_object "BAT_IDLE" last_weapon_damage
  396. 0900: clear_object "BAT_M" last_weapon_damage
  397. 0900: clear_object "BAT_PART" last_weapon_damage
  398. 0900: clear_object "BUDDY_CROUCHFIRE" last_weapon_damage
  399. 0900: clear_object "BUDDY_CROUCHRELOAD" last_weapon_damage
  400. 0900: clear_object "BUDDY_FIRE" last_weapon_damage
  401. 0900: clear_object "BUDDY_FIRE_POOR" last_weapon_damage
  402. 0900: clear_object "BUDDY_RELOAD" last_weapon_damage
  403. 0900: clear_object "KILL_KNIFE_PED_DAMAGE" last_weapon_damage
  404. 0900: clear_object "KILL_KNIFE_PED_DIE" last_weapon_damage
  405. 0900: clear_object "KILL_KNIFE_PLAYER" last_weapon_damage
  406. 0900: clear_object "KILL_PARTIAL" last_weapon_damage
  407. 0900: clear_object "KNIFE_2" last_weapon_damage
  408. 0900: clear_object "KNIFE_3" last_weapon_damage
  409. 0900: clear_object "KNIFE_4" last_weapon_damage
  410. 0900: clear_object "KNIFE_G" last_weapon_damage
  411. 0900: clear_object "KNIFE_HIT_1" last_weapon_damage
  412. 0900: clear_object "KNIFE_HIT_2" last_weapon_damage
  413. 0900: clear_object "KNIFE_IDLE" last_weapon_damage
  414. 0900: clear_object "KNIFE_HIT_3" last_weapon_damage
  415. 0900: clear_object "KNIFE_PART" last_weapon_damage
  416. 0900: clear_object "WEAPON_KNIFEIDLE" last_weapon_damage
  417. 0900: clear_object "CSAW_1" last_weapon_damage
  418. 0900: clear_object "CSAW_2" last_weapon_damage
  419. 0900: clear_object "CSAW_3" last_weapon_damage
  420. 0900: clear_object "CSAW_G" last_weapon_damage
  421. 0900: clear_object "CSAW_HIT_1" last_weapon_damage
  422. 0900: clear_object "CSAW_HIT_2" last_weapon_damage
  423. 0900: clear_object "CSAW_HIT_3" last_weapon_damage
  424. 0900: clear_object "IDLE_CSAW" last_weapon_damage
  425. 0900: clear_object "WEAPON_CSAW" last_weapon_damage
  426. 0900: clear_object "WEAPON_CSAWLO" last_weapon_damage
  427. 0900: clear_object "2GUNS_CROUCHFIRE" last_weapon_damage
  428. 0900: clear_object "COLT45_CROUCHFIRE" last_weapon_damage
  429. 0900: clear_object "COLT45_CROUCHRELOAD" last_weapon_damage
  430. 0900: clear_object "COLT45_FIRE" last_weapon_damage
  431. 0900: clear_object "COLT45_FIRE_2HANDS" last_weapon_damage
  432. 0900: clear_object "COLT45_RELOAD" last_weapon_damage
  433. 0900: clear_object "SAWNOFF_RELOAD" last_weapon_damage
  434. 0900: clear_object "DILDO_1" last_weapon_damage
  435. 0900: clear_object "DILDO_2" last_weapon_damage
  436. 0900: clear_object "DILDO_3" last_weapon_damage
  437. 0900: clear_object "DILDO_BLOCK" last_weapon_damage
  438. 0900: clear_object "DILDO_G" last_weapon_damage
  439. 0900: clear_object "DILDO_HIT_1" last_weapon_damage
  440. 0900: clear_object "DILDO_HIT_2" last_weapon_damage
  441. 0900: clear_object "DILDO_HIT_3" last_weapon_damage
  442. 0900: clear_object "DILDO_IDLE" last_weapon_damage
  443. 0900: clear_object "FLAME_FIRE" last_weapon_damage
  444. 0900: clear_object "FLOWER_ATTACK" last_weapon_damage
  445. 0900: clear_object "FLOWER_ATTACK_M" last_weapon_damage
  446. 0900: clear_object "FLOWER_HIT" last_weapon_damage
  447. 0900: clear_object "GOGGLES_PUT_ON" last_weapon_damage
  448. 0900: clear_object "WEAPON_START_THROW" last_weapon_damage
  449. 0900: clear_object "WEAPON_THROW" last_weapon_damage
  450. 0900: clear_object "WEAPON_THROWU" last_weapon_damage
  451. 0900: clear_object "PYTHON_CROUCHFIRE" last_weapon_damage
  452. 0900: clear_object "PYTHON_CROUCHRELOAD" last_weapon_damage
  453. 0900: clear_object "PYTHON_FIRE" last_weapon_damage
  454. 0900: clear_object "PYTHON_FIRE_POOR" last_weapon_damage
  455. 0900: clear_object "PYTHON_RELOAD" last_weapon_damage
  456. 0900: clear_object "RIFLE_CROUCHFIRE" last_weapon_damage
  457. 0900: clear_object "RIFLE_CROUCHLOAD" last_weapon_damage
  458. 0900: clear_object "RIFLE_FIRE" last_weapon_damage
  459. 0900: clear_object "RIFLE_FIRE_POOR" last_weapon_damage
  460. 0900: clear_object "RIFLE_LOAD" last_weapon_damage
  461. 0900: clear_object "IDLE_ROCKET" last_weapon_damage
  462. 0900: clear_object "ROCKETFIRE" last_weapon_damage
  463. 0900: clear_object "RUN_ROCKET" last_weapon_damage
  464. 0900: clear_object "WALK_ROCKET" last_weapon_damage
  465. 0900: clear_object "WALK_START_ROCKET" last_weapon_damage
  466. 0900: clear_object "SHOTGUN_CROUCHFIRE" last_weapon_damage
  467. 0900: clear_object "SHOTGUN_FIRE" last_weapon_damage
  468. 0900: clear_object "SHOTGUN_FIRE_POOR" last_weapon_damage
  469. 0900: clear_object "TEC_CROUCHFIRE" last_weapon_damage
  470. 0900: clear_object "TEC_CROUCHRELOAD" last_weapon_damage
  471. 0900: clear_object "TEC_FIRE" last_weapon_damage
  472. 0900: clear_object "TEC_RELOAD" last_weapon_damage
  473. 0900: clear_object "CROUCHRELOAD" last_weapon_damage
  474. 0900: clear_object "SILENCECROUCHFIRE" last_weapon_damage
  475. 0900: clear_object "SILENCE_FIRE" last_weapon_damage
  476. 0900: clear_object "SILENCE_RELOAD" last_weapon_damage
  477. 0900: clear_object "WEAPON_SNIPER" last_weapon_damage
  478. 0900: clear_object "SPRAYCAN_FIRE" last_weapon_damage
  479. 0900: clear_object "SPRAYCAN_FULL" last_weapon_damage
  480. 0000: NOP
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