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- // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
- {$CLEO .cs}
- //-------------MAIN---------------
- 03A4: name_thread 'TIME'
- :TIME_11
- 0001: wait 0 ms
- 0006: 0@ = -229908
- 00D6: if and
- 0038: &0(0@,1i) == 1398034256
- 80DF: not actor $PLAYER_ACTOR driving
- 004D: jump_if_false @TIME_11
- 0004: &0(0@,1i) = 1398034176
- 015D: set_gamespeed 0.02
- 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0
- 0901: enable_player $PLAYER_CHAR jump_key 0
- 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0
- :TIME_105
- 0001: wait 0 ms
- 00D6: if and
- 03EE: player $PLAYER_CHAR controllable
- 00E1: player $PLAYER_ACTOR pressed_key 1
- 83CA: not object 4@ exists
- 004D: jump_if_false @TIME_325
- 00A0: store_actor $PLAYER_ACTOR position_to 23@ 24@ 25@
- 000B: 25@ += -0.2
- 0247: load_model 1582
- 038B: load_requested_models
- :TIME_168
- 00D6: if
- 0248: model 1582 available
- 004D: jump_if_false @TIME_191
- 0002: jump @TIME_202
- :TIME_191
- 0001: wait 0 ms
- 0002: jump @TIME_168
- :TIME_202
- 0107: 4@ = create_object 1582 at 23@ 24@ 25@
- 0249: release_model 1582
- 0382: set_object 4@ collision_detection 0
- 0750: set_object 4@ visibility 0
- 09CA: set_object 4@ immunities BP 1 FP 1 EP 1 CP 1 MP 1
- 0470: 20@ = actor $PLAYER_ACTOR current_weapon
- 0172: 21@ = actor $PLAYER_ACTOR Z_angle
- 000B: 21@ += -90.0
- 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@
- 0858: set_player $PLAYER_CHAR scan_horizon_to_angle 21@ rotation_speed 36000.0
- :TIME_325
- 00D6: if and
- 80E1: not player $PLAYER_ACTOR pressed_key 1
- 03CA: object 4@ exists
- 004D: jump_if_false @TIME_358
- 0465: remove_actor $PLAYER_ACTOR from_turret_mode
- 0108: destroy_object 4@
- :TIME_358
- 0A96: 20@ = actor $PLAYER_ACTOR struct
- 000A: 20@ += 1448
- 0006: 21@ = 0
- :TIME_381
- 000A: 20@ += 28
- 000A: 20@ += 4
- 0A8D: 22@ = read_memory 20@ size 4 virtual_protect 0
- 000A: 20@ += -4
- 0A8C: write_memory 20@ size 4 value 22@ virtual_protect 0
- 000A: 21@ += 1
- 0019: 21@ > 12
- 004D: jump_if_false @TIME_381
- 068D: get_camera_position_to 20@ 21@ 22@
- 068E: get_camera_target_point_to 23@ 24@ 25@
- 0063: 23@ -= 20@ // (float)
- 0063: 24@ -= 21@ // (float)
- 0087: 28@ = 23@ // (float)
- 0087: 29@ = 24@ // (float)
- 0050: gosub @TIME_1445
- 0087: 20@ = 27@ // (float)
- 0494: get_joystick 0 direction_offset_to 28@ 29@ 27@ 27@
- 0012: 29@ *= -1
- 0093: 28@ = integer 28@ to_float
- 0093: 29@ = integer 29@ to_float
- 00D6: if and
- 0021: 28@ > -32.0
- 0023: 32.0 > 28@
- 0021: 29@ > -32.0
- 0023: 32.0 > 29@
- 03EE: player $PLAYER_CHAR controllable
- 004D: jump_if_false @TIME_649
- 00A0: store_actor $PLAYER_ACTOR position_to 23@ 24@ 25@
- 000B: 25@ += -1.0
- 00A1: put_actor $PLAYER_ACTOR at 23@ 24@ 25@
- :TIME_649
- 0050: gosub @TIME_1445
- 005B: 27@ += 20@ // (float)
- 00D6: if and
- 03EE: player $PLAYER_CHAR controllable
- 00E1: player 0 pressed_key 19
- 004D: jump_if_false @TIME_696
- 000B: 27@ += 180.0
- :TIME_696
- 0172: 28@ = actor $PLAYER_ACTOR Z_angle
- 0063: 28@ -= 27@ // (float)
- 00D6: if or
- 0021: 28@ > 1.0
- 0023: -1.0 > 28@
- 004D: jump_if_false @TIME_751
- 0173: set_actor $PLAYER_ACTOR Z_angle_to 27@
- :TIME_751
- 00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
- 000B: 22@ += -0.1
- 0A96: 0@ = actor $PLAYER_ACTOR struct
- 000A: 0@ += 20
- 0050: gosub @TIME_1733
- 0085: 0@ = 1@ // (int)
- 000A: 0@ += 48
- 0087: 1@ = 20@ // (float)
- 0050: gosub @TIME_1764
- 0A96: 0@ = actor $PLAYER_ACTOR struct
- 000A: 0@ += 20
- 0050: gosub @TIME_1733
- 0085: 0@ = 1@ // (int)
- 000A: 0@ += 52
- 0087: 1@ = 21@ // (float)
- 0050: gosub @TIME_1764
- 0A96: 0@ = actor $PLAYER_ACTOR struct
- 000A: 0@ += 20
- 0050: gosub @TIME_1733
- 0085: 0@ = 1@ // (int)
- 000A: 0@ += 56
- 0087: 1@ = 22@ // (float)
- 0050: gosub @TIME_1764
- 0A9F: 0@ = current_thread_pointer
- 000A: 0@ += 16
- 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
- 000E: 0@ -= -1830
- :TIME_963
- 0A8D: 1@ = read_memory 0@ size 2 virtual_protect 0
- 00D6: if
- 0039: 1@ == 0
- 004D: jump_if_false @TIME_1000
- 0002: jump @TIME_1325
- :TIME_1000
- 00D6: if
- 0039: 1@ == 2304
- 004D: jump_if_false @TIME_1311
- 000A: 0@ += 4
- 0A9F: 2@ = current_thread_pointer
- 000A: 2@ += 16
- 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
- 000E: 2@ -= -1245
- 000A: 2@ += 7
- 0006: 1@ = 0
- :TIME_1072
- 0A8C: write_memory 2@ size 1 value 0 virtual_protect 0
- 000A: 2@ += 1
- 000A: 1@ += 1
- 0019: 1@ > 23
- 004D: jump_if_false @TIME_1072
- 0A9F: 2@ = current_thread_pointer
- 000A: 2@ += 16
- 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
- 000E: 2@ -= -1245
- 000A: 2@ += 7
- 0006: 1@ = 0
- :TIME_1157
- 0A8D: 3@ = read_memory 0@ size 1 virtual_protect 0
- 00D6: if
- 0039: 3@ == 0
- 004D: jump_if_false @TIME_1194
- 0002: jump @TIME_1241
- :TIME_1194
- 0A8C: write_memory 2@ size 1 value 3@ virtual_protect 0
- 000A: 0@ += 1
- 000A: 2@ += 1
- 000A: 1@ += 1
- 0019: 1@ > 23
- 004D: jump_if_false @TIME_1157
- :TIME_1241
- 06D2: 20@v = "XXXXXXXXXXXXXXXXXXXXXXXX" // @v = string
- 00D6: if
- 0611: actor $PLAYER_ACTOR performing_animation 20@v
- 004D: jump_if_false @TIME_1304
- 0393: actor $PLAYER_ACTOR perform_animation 20@v at 50.0 times_normal_rate
- :TIME_1304
- 0002: jump @TIME_1318
- :TIME_1311
- 000A: 0@ += 1
- :TIME_1318
- 0002: jump @TIME_963
- :TIME_1325
- 00D6: if
- 00E1: player 0 pressed_key 15
- 004D: jump_if_false @TIME_105
- 015D: set_gamespeed 1.0
- 00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
- 000B: 22@ += -1.0
- 00A1: put_actor $PLAYER_ACTOR at 20@ 21@ 22@
- 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0
- 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
- 0901: enable_player $PLAYER_CHAR jump_key 1
- 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1
- 0002: jump @TIME_11
- 004E: end_thread
- :TIME_1445
- 0509: 27@ = distance_between_XY 28@ 29@ and_XY 0.0 0.0
- 0073: 28@ /= 27@ // (float)
- 0073: 29@ /= 27@ // (float)
- 0509: 27@ = distance_between_XY 28@ 29@ and_XY 0.0 1.0
- 0006: 26@ = 0
- :TIME_1510
- 0017: 27@ /= 2.0
- 006B: 27@ *= 27@ // (float)
- 0087: 29@ = 27@ // (float)
- 0013: 27@ *= -1.0
- 000B: 27@ += 1.0
- 01FB: 27@ = square_root 27@
- 0013: 27@ *= -1.0
- 000B: 27@ += 1.0
- 006B: 27@ *= 27@ // (float)
- 005B: 27@ += 29@ // (float)
- 01FB: 27@ = square_root 27@
- 000A: 26@ += 1
- 0019: 26@ > 11
- 004D: jump_if_false @TIME_1510
- 0013: 27@ *= 4096.0
- 0017: 27@ /= 3.141529
- 0013: 27@ *= 180.0
- 00D6: if
- 0021: 28@ > 0.0
- 004D: jump_if_false @TIME_1700
- 0013: 27@ *= -1.0
- 000B: 27@ += 360.0
- :TIME_1700
- 0051: return
- 000E: 0@ -= 10787168
- 0016: 0@ /= 4
- 008A: &0(0@,1i) = 1@ // (int)
- 0051: return
- :TIME_1733
- 000E: 0@ -= 10787168
- 0016: 0@ /= 4
- 008B: 1@ = &0(0@,1i) // (int)
- 0051: return
- :TIME_1764
- 000E: 0@ -= 10787168
- 0016: 0@ /= 4
- 0088: &0(0@,1i) = 1@ // (float)
- 0051: return
- 000E: 0@ -= 10787168
- 0016: 0@ /= 4
- 0089: 1@ = &0(0@,1i) // (float)
- 0051: return
- 0900: clear_object "SWIM_UNDER" last_weapon_damage
- 0900: clear_object "SWIM_CRAWL" last_weapon_damage
- 0900: clear_object "FIGHTA_1" last_weapon_damage
- 0900: clear_object "FIGHTA_2" last_weapon_damage
- 0900: clear_object "FIGHTA_3" last_weapon_damage
- 0900: clear_object "FIGHTA_G" last_weapon_damage
- 0900: clear_object "MSCLEWALKST_ARMED" last_weapon_damage
- 0900: clear_object "MSCLEWALKST_CSAW" last_weapon_damage
- 0900: clear_object "MSCLE_RCKT_RUN" last_weapon_damage
- 0900: clear_object "MSCLE_RCKT_WALKST" last_weapon_damage
- 0900: clear_object "MSCLE_RUN_CSAW" last_weapon_damage
- 0900: clear_object "MUSCLEIDLE" last_weapon_damage
- 0900: clear_object "MUSCLEIDLE_ARMED" last_weapon_damage
- 0900: clear_object "MUSCLEIDLE_CSAW" last_weapon_damage
- 0900: clear_object "MUSCLEIDLE_ROCKET" last_weapon_damage
- 0900: clear_object "MUSCLERUN" last_weapon_damage
- 0900: clear_object "MUSCLERUN_ARMED" last_weapon_damage
- 0900: clear_object "MUSCLESPRINT" last_weapon_damage
- 0900: clear_object "MUSCLEWALK" last_weapon_damage
- 0900: clear_object "MUSCLEWALKSTART" last_weapon_damage
- 0900: clear_object "MUSCLEWALK_ARMED" last_weapon_damage
- 0900: clear_object "MUSCLEWALK_CSAW" last_weapon_damage
- 0900: clear_object "MUSCLEWALK_ROCKET" last_weapon_damage
- 0900: clear_object "FATIDLE" last_weapon_damage
- 0900: clear_object "FATIDLE_ARMED" last_weapon_damage
- 0900: clear_object "FATIDLE_CSAW" last_weapon_damage
- 0900: clear_object "FATIDLE_ROCKET" last_weapon_damage
- 0900: clear_object "FATRUN" last_weapon_damage
- 0900: clear_object "FATRUN_ARMED" last_weapon_damage
- 0900: clear_object "FATRUN_CSAW" last_weapon_damage
- 0900: clear_object "FATRUN_ROCKET" last_weapon_damage
- 0900: clear_object "FATSPRINT" last_weapon_damage
- 0900: clear_object "FATWALK" last_weapon_damage
- 0900: clear_object "FATWALKSTART" last_weapon_damage
- 0900: clear_object "FATWALKSTART_CSAW" last_weapon_damage
- 0900: clear_object "FATWALKST_ARMED" last_weapon_damage
- 0900: clear_object "FATWALKST_ROCKET" last_weapon_damage
- 0900: clear_object "FATWALK_ARMED" last_weapon_damage
- 0900: clear_object "FATWALK_CSAW" last_weapon_damage
- 0900: clear_object "FATWALK_ROCKET" last_weapon_damage
- 0900: clear_object "IDLE_TIRED" last_weapon_damage
- 0900: clear_object "GETUP_FRONT" last_weapon_damage
- 0900: clear_object "GETUP" last_weapon_damage
- 0900: clear_object "FALL_GLIDE" last_weapon_damage
- 0900: clear_object "FALL_FRONT" last_weapon_damage
- 0900: clear_object "FALL_BACK" last_weapon_damage
- 0900: clear_object "FALL_LAND" last_weapon_damage
- 0900: clear_object "FALL_FALL" last_weapon_damage
- 0900: clear_object "FALL_COLLAPSE" last_weapon_damage
- 0900: clear_object "FLOOR_HIT" last_weapon_damage
- 0900: clear_object "HIT_R" last_weapon_damage
- 0900: clear_object "HIT_L" last_weapon_damage
- 0900: clear_object "HIT_BACK" last_weapon_damage
- 0900: clear_object "HIT_FRONT" last_weapon_damage
- 0900: clear_object "CAR_OPEN_LHS" last_weapon_damage
- 0900: clear_object "CAR_OPEN_LHS" last_weapon_damage
- 0900: clear_object "CLIMB_JUMP2FALL" last_weapon_damage
- 0900: clear_object "CLIMB_JUMP_B" last_weapon_damage
- 0900: clear_object "CLIMB_STAND_FINISH" last_weapon_damage
- 0900: clear_object "CLIMB_STAND" last_weapon_damage
- 0900: clear_object "CLIMB_PULL" last_weapon_damage
- 0900: clear_object "CLIMB_IDLE" last_weapon_damage
- 0900: clear_object "CLIMB_JUMP" last_weapon_damage
- 0900: clear_object "FIGHTIDLE" last_weapon_damage
- 0900: clear_object "CROUCH_ROLL_L" last_weapon_damage
- 0900: clear_object "CROUCH_ROLL_R" last_weapon_damage
- 0900: clear_object "GUNCROUCHBWD" last_weapon_damage
- 0900: clear_object "GUNCROUCHFWD" last_weapon_damage
- 0900: clear_object "GUNMOVE_BWD" last_weapon_damage
- 0900: clear_object "GUNMOVE_FWD" last_weapon_damage
- 0900: clear_object "GUNMOVE_L" last_weapon_damage
- 0900: clear_object "GUNMOVE_R" last_weapon_damage
- 0900: clear_object "GUN_2_IDLE" last_weapon_damage
- 0900: clear_object "GUN_BUTT" last_weapon_damage
- 0900: clear_object "GUN_BUTT_CROUCH" last_weapon_damage
- 0900: clear_object "GUN_STAND" last_weapon_damage
- 0900: clear_object "IDLE_ARMED" last_weapon_damage
- 0900: clear_object "IDLE_CSAW" last_weapon_damage
- 0900: clear_object "IDLE_TIRED" last_weapon_damage
- 0900: clear_object "IDLE_HBHB" last_weapon_damage
- 0900: clear_object "IDLE_ROCKET" last_weapon_damage
- 0900: clear_object "IDLE_STANCE" last_weapon_damage
- 0900: clear_object "IDLE_TIRED" last_weapon_damage
- 0900: clear_object "JETPACK_IDLE" last_weapon_damage
- 0900: clear_object "JUMP_LAUNCH" last_weapon_damage
- 0900: clear_object "JUMP_GLIDE" last_weapon_damage
- 0900: clear_object "JUMP_LAND" last_weapon_damage
- 0900: clear_object "JUMP_LAUNCH_R" last_weapon_damage
- 0900: clear_object "PLAYER_SNEAK" last_weapon_damage
- 0900: clear_object "PLAYER_SNEAK_WALKSTART" last_weapon_damage
- 0900: clear_object "RUN_1ARMED" last_weapon_damage
- 0900: clear_object "RUN_ARMED" last_weapon_damage
- 0900: clear_object "RUN_CSAW" last_weapon_damage
- 0900: clear_object "RUN_LEFT" last_weapon_damage
- 0900: clear_object "RUN_PLAYER" last_weapon_damage
- 0900: clear_object "RUN_RIGHT" last_weapon_damage
- 0900: clear_object "RUN_ROCKET" last_weapon_damage
- 0900: clear_object "RUN_STOP" last_weapon_damage
- 0900: clear_object "RUN_STOPR" last_weapon_damage
- 0900: clear_object "SWIM_TREAD" last_weapon_damage
- 0900: clear_object "TURN_180" last_weapon_damage
- 0900: clear_object "TURN_L" last_weapon_damage
- 0900: clear_object "TURN_R" last_weapon_damage
- 0900: clear_object "WALK_ARMED" last_weapon_damage
- 0900: clear_object "WALK_CSAW" last_weapon_damage
- 0900: clear_object "WALK_PLAYER" last_weapon_damage
- 0900: clear_object "WALK_START" last_weapon_damage
- 0900: clear_object "WALK_START_ARMED" last_weapon_damage
- 0900: clear_object "WALK_START_CSAW" last_weapon_damage
- 0900: clear_object "WALK_START_ROCKET" last_weapon_damage
- 0900: clear_object "BAT_1" last_weapon_damage
- 0900: clear_object "BAT_2" last_weapon_damage
- 0900: clear_object "BAT_3" last_weapon_damage
- 0900: clear_object "BAT_4" last_weapon_damage
- 0900: clear_object "BAT_BLOCK" last_weapon_damage
- 0900: clear_object "BAT_HIT_1" last_weapon_damage
- 0900: clear_object "BAT_HIT_2" last_weapon_damage
- 0900: clear_object "BAT_HIT_3" last_weapon_damage
- 0900: clear_object "BAT_IDLE" last_weapon_damage
- 0900: clear_object "BAT_M" last_weapon_damage
- 0900: clear_object "BAT_PART" last_weapon_damage
- 0900: clear_object "BUDDY_CROUCHFIRE" last_weapon_damage
- 0900: clear_object "BUDDY_CROUCHRELOAD" last_weapon_damage
- 0900: clear_object "BUDDY_FIRE" last_weapon_damage
- 0900: clear_object "BUDDY_FIRE_POOR" last_weapon_damage
- 0900: clear_object "BUDDY_RELOAD" last_weapon_damage
- 0900: clear_object "KILL_KNIFE_PED_DAMAGE" last_weapon_damage
- 0900: clear_object "KILL_KNIFE_PED_DIE" last_weapon_damage
- 0900: clear_object "KILL_KNIFE_PLAYER" last_weapon_damage
- 0900: clear_object "KILL_PARTIAL" last_weapon_damage
- 0900: clear_object "KNIFE_2" last_weapon_damage
- 0900: clear_object "KNIFE_3" last_weapon_damage
- 0900: clear_object "KNIFE_4" last_weapon_damage
- 0900: clear_object "KNIFE_G" last_weapon_damage
- 0900: clear_object "KNIFE_HIT_1" last_weapon_damage
- 0900: clear_object "KNIFE_HIT_2" last_weapon_damage
- 0900: clear_object "KNIFE_IDLE" last_weapon_damage
- 0900: clear_object "KNIFE_HIT_3" last_weapon_damage
- 0900: clear_object "KNIFE_PART" last_weapon_damage
- 0900: clear_object "WEAPON_KNIFEIDLE" last_weapon_damage
- 0900: clear_object "CSAW_1" last_weapon_damage
- 0900: clear_object "CSAW_2" last_weapon_damage
- 0900: clear_object "CSAW_3" last_weapon_damage
- 0900: clear_object "CSAW_G" last_weapon_damage
- 0900: clear_object "CSAW_HIT_1" last_weapon_damage
- 0900: clear_object "CSAW_HIT_2" last_weapon_damage
- 0900: clear_object "CSAW_HIT_3" last_weapon_damage
- 0900: clear_object "IDLE_CSAW" last_weapon_damage
- 0900: clear_object "WEAPON_CSAW" last_weapon_damage
- 0900: clear_object "WEAPON_CSAWLO" last_weapon_damage
- 0900: clear_object "2GUNS_CROUCHFIRE" last_weapon_damage
- 0900: clear_object "COLT45_CROUCHFIRE" last_weapon_damage
- 0900: clear_object "COLT45_CROUCHRELOAD" last_weapon_damage
- 0900: clear_object "COLT45_FIRE" last_weapon_damage
- 0900: clear_object "COLT45_FIRE_2HANDS" last_weapon_damage
- 0900: clear_object "COLT45_RELOAD" last_weapon_damage
- 0900: clear_object "SAWNOFF_RELOAD" last_weapon_damage
- 0900: clear_object "DILDO_1" last_weapon_damage
- 0900: clear_object "DILDO_2" last_weapon_damage
- 0900: clear_object "DILDO_3" last_weapon_damage
- 0900: clear_object "DILDO_BLOCK" last_weapon_damage
- 0900: clear_object "DILDO_G" last_weapon_damage
- 0900: clear_object "DILDO_HIT_1" last_weapon_damage
- 0900: clear_object "DILDO_HIT_2" last_weapon_damage
- 0900: clear_object "DILDO_HIT_3" last_weapon_damage
- 0900: clear_object "DILDO_IDLE" last_weapon_damage
- 0900: clear_object "FLAME_FIRE" last_weapon_damage
- 0900: clear_object "FLOWER_ATTACK" last_weapon_damage
- 0900: clear_object "FLOWER_ATTACK_M" last_weapon_damage
- 0900: clear_object "FLOWER_HIT" last_weapon_damage
- 0900: clear_object "GOGGLES_PUT_ON" last_weapon_damage
- 0900: clear_object "WEAPON_START_THROW" last_weapon_damage
- 0900: clear_object "WEAPON_THROW" last_weapon_damage
- 0900: clear_object "WEAPON_THROWU" last_weapon_damage
- 0900: clear_object "PYTHON_CROUCHFIRE" last_weapon_damage
- 0900: clear_object "PYTHON_CROUCHRELOAD" last_weapon_damage
- 0900: clear_object "PYTHON_FIRE" last_weapon_damage
- 0900: clear_object "PYTHON_FIRE_POOR" last_weapon_damage
- 0900: clear_object "PYTHON_RELOAD" last_weapon_damage
- 0900: clear_object "RIFLE_CROUCHFIRE" last_weapon_damage
- 0900: clear_object "RIFLE_CROUCHLOAD" last_weapon_damage
- 0900: clear_object "RIFLE_FIRE" last_weapon_damage
- 0900: clear_object "RIFLE_FIRE_POOR" last_weapon_damage
- 0900: clear_object "RIFLE_LOAD" last_weapon_damage
- 0900: clear_object "IDLE_ROCKET" last_weapon_damage
- 0900: clear_object "ROCKETFIRE" last_weapon_damage
- 0900: clear_object "RUN_ROCKET" last_weapon_damage
- 0900: clear_object "WALK_ROCKET" last_weapon_damage
- 0900: clear_object "WALK_START_ROCKET" last_weapon_damage
- 0900: clear_object "SHOTGUN_CROUCHFIRE" last_weapon_damage
- 0900: clear_object "SHOTGUN_FIRE" last_weapon_damage
- 0900: clear_object "SHOTGUN_FIRE_POOR" last_weapon_damage
- 0900: clear_object "TEC_CROUCHFIRE" last_weapon_damage
- 0900: clear_object "TEC_CROUCHRELOAD" last_weapon_damage
- 0900: clear_object "TEC_FIRE" last_weapon_damage
- 0900: clear_object "TEC_RELOAD" last_weapon_damage
- 0900: clear_object "CROUCHRELOAD" last_weapon_damage
- 0900: clear_object "SILENCECROUCHFIRE" last_weapon_damage
- 0900: clear_object "SILENCE_FIRE" last_weapon_damage
- 0900: clear_object "SILENCE_RELOAD" last_weapon_damage
- 0900: clear_object "WEAPON_SNIPER" last_weapon_damage
- 0900: clear_object "SPRAYCAN_FIRE" last_weapon_damage
- 0900: clear_object "SPRAYCAN_FULL" last_weapon_damage
- 0000: NOP
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