SwagHardyTawers |
Дата: Пятница, 15.09.2017, 19:20 | Сообщение # 7
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Боец
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Пустослов в сверху, набил челик.
Цитата {$CLEO .cs} 0662: printstring "VK.COM/EAZYFROST" thread "EAZY_FROST" wait 15000 15@ = 2 16@ = 2 11@ = 0
:NONAME_62 wait 0 if and 0AB0: key_pressed 17 0AB0: key_pressed 50 else_jump @NONAME_62 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_108 jump @NONAME_3329
:NONAME_108 0A8D: 0@ = read_memory 11990512 size 4 virtual_protect 0 0@ += 1132 0A8C: write_memory 0@ size 1 value 3 virtual_protect 0
:NONAME_141 wait 0 if and 8AB0: not key_pressed 50 8AB0: not key_pressed 17 else_jump @NONAME_141 if 15@ == 1 else_jump @NONAME_189 jump @NONAME_1216
:NONAME_189 if 15@ == 3 else_jump @NONAME_214 jump @NONAME_2218
:NONAME_214 wait 0 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_248 11@ = 1 jump @NONAME_3220
:NONAME_248 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True 0619: enable_actor $PLAYER_ACTOR collision_detection 0 if or 0AB0: key_pressed 87 0AB0: key_pressed 83 0AB0: key_pressed 68 0AB0: key_pressed 65 0AB0: key_pressed 81 0AB0: key_pressed 69 else_jump @NONAME_355 if and not 13@ > 30.0 14@ >= -30.0 else_jump @NONAME_375 13@ += 0.2 14@ += -0.2 jump @NONAME_375
:NONAME_355 13@ = 2.0 14@ = -2.0
:NONAME_375 if 0AB0: key_pressed 40 else_jump @NONAME_432 Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@) 02CE: 2@ = ground_z_at 0@ 1@ 2@ Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_432 if 0AB0: key_pressed 37 else_jump @NONAME_483 4@ = Actor.Angle($PLAYER_ACTOR) 4@ += 4.0 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 4@ while_in_air
:NONAME_483 if 0AB0: key_pressed 39 else_jump @NONAME_534 4@ = Actor.Angle($PLAYER_ACTOR) 4@ -= 4.0 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 4@ while_in_air
:NONAME_534 if 0AB0: key_pressed 97 else_jump @NONAME_600 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_1216
:NONAME_600 if 0AB0: key_pressed 99 else_jump @NONAME_666 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_2218
:NONAME_666 if 0AB0: key_pressed 87 else_jump @NONAME_722 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 13@ -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_722 if 0AB0: key_pressed 83 else_jump @NONAME_778 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 14@ -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_778 if 0AB0: key_pressed 68 else_jump @NONAME_834 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 13@ 0.0 -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_834 if 0AB0: key_pressed 65 else_jump @NONAME_890 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 14@ 0.0 -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_890 if 0AB0: key_pressed 81 else_jump @NONAME_956 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 13@ 2@ -= 1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_956 if 0AB0: key_pressed 69 else_jump @NONAME_1022 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 14@ 2@ -= 1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_1022 if 0AB0: key_pressed 17 else_jump @NONAME_1051 15@ = 2 jump @NONAME_3220
:NONAME_1051 if 00E1: player 0 pressed_key 6 else_jump @NONAME_1209 0470: 0@ = actor $PLAYER_ACTOR current_weapon if or 0@ == 0 0@ == 1 else_jump @NONAME_1209 068D: get_camera_position_to 4@ 5@ 6@ Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@) 000F: 1@ -= 4@ // Note: the incorrect math opcode was used here 000F: 2@ -= 5@ // Note: the incorrect math opcode was used here 000F: 3@ -= 6@ // Note: the incorrect math opcode was used here 1@ *= 15.0 2@ *= 15.0 3@ *= 15.0 3@ += 4.5 0604: get_Z_angle_for_point 1@ 2@ store_to 7@ Actor.Angle($PLAYER_ACTOR) = 7@
:NONAME_1209 jump @NONAME_214
:NONAME_1216 wait 0 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_1250 11@ = 0 jump @NONAME_3220
:NONAME_1250 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True 0619: enable_actor $PLAYER_ACTOR collision_detection 0 if or 0AB0: key_pressed 87 0AB0: key_pressed 83 0AB0: key_pressed 68 0AB0: key_pressed 65 0AB0: key_pressed 81 0AB0: key_pressed 69 else_jump @NONAME_1357 if and not 13@ > 5.0 14@ >= -5.0 else_jump @NONAME_1377 13@ += 0.001 14@ += -0.001 jump @NONAME_1377
:NONAME_1357 13@ = 0.1 14@ = -0.1
:NONAME_1377 if 0AB0: key_pressed 40 else_jump @NONAME_1434 Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@) 02CE: 2@ = ground_z_at 0@ 1@ 2@ Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_1434 if 0AB0: key_pressed 37 else_jump @NONAME_1485 4@ = Actor.Angle($PLAYER_ACTOR) 4@ += 1.0 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 4@ while_in_air
:NONAME_1485 if 0AB0: key_pressed 39 else_jump @NONAME_1536 4@ = Actor.Angle($PLAYER_ACTOR) 4@ -= 1.0 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 4@ while_in_air
:NONAME_1536 if 0AB0: key_pressed 99 else_jump @NONAME_1602 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_2218
:NONAME_1602 if 0AB0: key_pressed 98 else_jump @NONAME_1668 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_214
:NONAME_1668 if 0AB0: key_pressed 87 else_jump @NONAME_1724 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 13@ -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_1724 if 0AB0: key_pressed 83 else_jump @NONAME_1780 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 14@ -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_1780 if 0AB0: key_pressed 68 else_jump @NONAME_1836 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 13@ 0.0 -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_1836 if 0AB0: key_pressed 65 else_jump @NONAME_1892 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 14@ 0.0 -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_1892 if 0AB0: key_pressed 81 else_jump @NONAME_1958 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 13@ 2@ -= 1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_1958 if 0AB0: key_pressed 69 else_jump @NONAME_2024 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 14@ 2@ -= 1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_2024 if 0AB0: key_pressed 17 else_jump @NONAME_2053 15@ = 1 jump @NONAME_3220
:NONAME_2053 if 00E1: player 0 pressed_key 6 else_jump @NONAME_2211 0470: 0@ = actor $PLAYER_ACTOR current_weapon if or 0@ == 0 0@ == 1 else_jump @NONAME_2211 068D: get_camera_position_to 4@ 5@ 6@ Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@) 000F: 1@ -= 4@ // Note: the incorrect math opcode was used here 000F: 2@ -= 5@ // Note: the incorrect math opcode was used here 000F: 3@ -= 6@ // Note: the incorrect math opcode was used here 1@ *= 15.0 2@ *= 15.0 3@ *= 15.0 3@ += 4.5 0604: get_Z_angle_for_point 1@ 2@ store_to 7@ Actor.Angle($PLAYER_ACTOR) = 7@
:NONAME_2211 jump @NONAME_1216
:NONAME_2218 wait 0 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_2252 11@ = 0 jump @NONAME_3220
:NONAME_2252 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True 0619: enable_actor $PLAYER_ACTOR collision_detection 0 if or 0AB0: key_pressed 87 0AB0: key_pressed 83 0AB0: key_pressed 68 0AB0: key_pressed 65 0AB0: key_pressed 81 0AB0: key_pressed 69 else_jump @NONAME_2359 if and not 13@ > 1000.0 14@ >= -1000.0 else_jump @NONAME_2379 13@ += 1.0 14@ += -1.0 jump @NONAME_2379
:NONAME_2359 13@ = 40.0 14@ = -40.0
:NONAME_2379 if 0AB0: key_pressed 40 else_jump @NONAME_2436 Actor.StorePos($PLAYER_ACTOR, 0@, 1@, 2@) 02CE: 2@ = ground_z_at 0@ 1@ 2@ Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_2436 if 0AB0: key_pressed 37 else_jump @NONAME_2487 4@ = Actor.Angle($PLAYER_ACTOR) 4@ += 9.0 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 4@ while_in_air
:NONAME_2487 if 0AB0: key_pressed 39 else_jump @NONAME_2538 4@ = Actor.Angle($PLAYER_ACTOR) 4@ -= 9.0 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 4@ while_in_air
:NONAME_2538 if 0AB0: key_pressed 97 else_jump @NONAME_2604 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_1216
:NONAME_2604 if 0AB0: key_pressed 98 else_jump @NONAME_2670 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_214
:NONAME_2670 if 0AB0: key_pressed 87 else_jump @NONAME_2726 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 13@ -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_2726 if 0AB0: key_pressed 83 else_jump @NONAME_2782 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 14@ -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_2782 if 0AB0: key_pressed 68 else_jump @NONAME_2838 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 13@ 0.0 -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_2838 if 0AB0: key_pressed 65 else_jump @NONAME_2894 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 14@ 0.0 -1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_2894 if 0AB0: key_pressed 81 else_jump @NONAME_2960 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 13@ 2@ -= 1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_2960 if 0AB0: key_pressed 69 else_jump @NONAME_3026 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 14@ 2@ -= 1.0 Actor.PutAt($PLAYER_ACTOR, 0@, 1@, 2@)
:NONAME_3026 if 0AB0: key_pressed 17 else_jump @NONAME_3055 15@ = 3 jump @NONAME_3220
:NONAME_3055 if 00E1: player 0 pressed_key 6 else_jump @NONAME_3213 0470: 0@ = actor $PLAYER_ACTOR current_weapon if or 0@ == 0 0@ == 1 else_jump @NONAME_3213 068D: get_camera_position_to 4@ 5@ 6@ Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@) 000F: 1@ -= 4@ // Note: the incorrect math opcode was used here 000F: 2@ -= 5@ // Note: the incorrect math opcode was used here 000F: 3@ -= 6@ // Note: the incorrect math opcode was used here 1@ *= 15.0 2@ *= 15.0 3@ *= 15.0 3@ += 4.5 0604: get_Z_angle_for_point 1@ 2@ store_to 7@ Actor.Angle($PLAYER_ACTOR) = 7@
:NONAME_3213 jump @NONAME_2218
:NONAME_3220 wait 0 if 11@ == 1 else_jump @NONAME_3308 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3308 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 0@ 1@ 2@ 11@ = 0
:NONAME_3308 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False 0619: enable_actor $PLAYER_ACTOR collision_detection 1 jump @NONAME_62
:NONAME_3329 wait 0 if Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_62 Model.Load(#MINIGUN) Model.Load(#FAM1) 038B: load_requested_models
:NONAME_3360 wait 0 if and 8AB0: not key_pressed 50 8AB0: not key_pressed 17 else_jump @NONAME_3360 5@ = Actor.CurrentCar($PLAYER_ACTOR) 0407: store_coords_to 0@ 1@ 2@ from_car 5@ with_offset 0.0 0.0 -1.0 9@ = Actor.Create(Player3, #FAM1, 0@, 1@, 2@) 0337: set_actor 9@ visibility 0 10@ = Car.Angle(5@) Actor.Angle(9@) = 10@ 8@ = Object.Create(#MINIGUN, 0@, 1@, 2@) 0750: set_object 8@ visibility 0 Object.Angle(8@) = 10@ Object.CollisionDetection(8@) = False 0619: enable_actor 9@ collision_detection 0 069B: attach_object 8@ to_actor 9@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 099A: set_car 5@ collision_detection 0 0939: attach_car 5@ to_object 8@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 0.0 0.0 Actor.LockInCurrentPosition(9@) = True 03F5: set_car 5@ apply_damage_rules 0 4@ = Actor.Angle(9@) 00BC: show_text_highpriority GXT 'CHEAT1' time 1000 flag 1 // Cheat activated Model.Destroy(#MINIGUN) Model.Destroy(#FAM1) if 16@ == 1 else_jump @NONAME_3698 jump @NONAME_4761
:NONAME_3698 if 16@ == 3 else_jump @NONAME_3723 jump @NONAME_5656
:NONAME_3723 wait 0 if Actor.Dead($PLAYER_ACTOR) else_jump @NONAME_3750 jump @NONAME_4618
:NONAME_3750 if not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_3773 jump @NONAME_4618
:NONAME_3773 if 856E: not car 5@ defined else_jump @NONAME_3796 jump @NONAME_4618
:NONAME_3796 if not Actor.InCar($PLAYER_ACTOR, 5@) else_jump @NONAME_3822 jump @NONAME_4618
:NONAME_3822 if or 0AB0: key_pressed 87 0AB0: key_pressed 83 0AB0: key_pressed 39 0AB0: key_pressed 37 0AB0: key_pressed 81 0AB0: key_pressed 69 else_jump @NONAME_3915 if and not 13@ > 11.0 14@ >= -11.0 else_jump @NONAME_3935 13@ += 0.1 14@ -= 0.1 jump @NONAME_3935
:NONAME_3915 13@ = 1.0 14@ = -1.0
:NONAME_3935 if 0AB0: key_pressed 65 else_jump @NONAME_3986 4@ = Actor.Angle(9@) 4@ += 6.0 083E: set_actor 9@ rotation 0.0 0.0 4@ while_in_air
:NONAME_3986 if 0AB0: key_pressed 97 else_jump @NONAME_4052 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_4761
:NONAME_4052 if 0AB0: key_pressed 99 else_jump @NONAME_4118 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_5656
:NONAME_4118 if 0AB0: key_pressed 68 else_jump @NONAME_4169 4@ = Actor.Angle(9@) 4@ -= 6.0 083E: set_actor 9@ rotation 0.0 0.0 4@ while_in_air
:NONAME_4169 if 0AB0: key_pressed 87 else_jump @NONAME_4225 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 13@ -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_4225 if 0AB0: key_pressed 83 else_jump @NONAME_4281 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 14@ -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_4281 if 0AB0: key_pressed 88 else_jump @NONAME_4338 Car.StorePos(5@, 0@, 1@, 2@) 02CE: 2@ = ground_z_at 0@ 1@ 2@ Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_4338 if 0AB0: key_pressed 39 else_jump @NONAME_4394 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 13@ 0.0 -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_4394 if 0AB0: key_pressed 37 else_jump @NONAME_4450 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 14@ 0.0 -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_4450 if 0AB0: key_pressed 38 else_jump @NONAME_4516 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 0.0 13@ 2@ -= 1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_4516 if 0AB0: key_pressed 40 else_jump @NONAME_4582 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 0.0 14@ 2@ -= 1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_4582 if 0AB0: key_pressed 17 else_jump @NONAME_4611 16@ = 2 jump @NONAME_4618
:NONAME_4611 jump @NONAME_3723
:NONAME_4618 wait 0 if 056E: car 5@ defined else_jump @NONAME_4695 0684: detach_car 5@ 0.0 0.0 0.0 collision_detection 0 099A: set_car 5@ collision_detection 1 03F5: set_car 5@ apply_damage_rules 1 Car.LockInCurrentPosition(5@) = False 5@ = -1
:NONAME_4695 if 056D: actor 9@ defined else_jump @NONAME_4728 Actor.LockInCurrentPosition(9@) = False Actor.DestroyInstantly(9@) Actor.RemoveReferences(9@)
:NONAME_4728 Object.Destroy(8@) Object.RemoveReferences(8@) 00BC: show_text_highpriority GXT 'CHEAT8' time 1000 flag 1 // Cheat deactivated jump @NONAME_62
:NONAME_4761 wait 0 if Actor.Dead($PLAYER_ACTOR) else_jump @NONAME_4788 jump @NONAME_4618
:NONAME_4788 if not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_4811 jump @NONAME_4618
:NONAME_4811 if 856E: not car 5@ defined else_jump @NONAME_4834 jump @NONAME_4618
:NONAME_4834 if not Actor.InCar($PLAYER_ACTOR, 5@) else_jump @NONAME_4860 jump @NONAME_4618
:NONAME_4860 if or 0AB0: key_pressed 87 0AB0: key_pressed 83 0AB0: key_pressed 39 0AB0: key_pressed 37 0AB0: key_pressed 81 0AB0: key_pressed 69 else_jump @NONAME_4953 if and not 13@ > 5.0 14@ >= -5.0 else_jump @NONAME_4973 13@ += 0.01 14@ -= 0.01 jump @NONAME_4973
:NONAME_4953 13@ = 0.1 14@ = -0.1
:NONAME_4973 if 0AB0: key_pressed 65 else_jump @NONAME_5024 4@ = Actor.Angle(9@) 4@ += 1.0 083E: set_actor 9@ rotation 0.0 0.0 4@ while_in_air
:NONAME_5024 if 0AB0: key_pressed 98 else_jump @NONAME_5090 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_3723
:NONAME_5090 if 0AB0: key_pressed 99 else_jump @NONAME_5156 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_5656
:NONAME_5156 if 0AB0: key_pressed 68 else_jump @NONAME_5207 4@ = Actor.Angle(9@) 4@ -= 1.0 083E: set_actor 9@ rotation 0.0 0.0 4@ while_in_air
:NONAME_5207 if 0AB0: key_pressed 87 else_jump @NONAME_5263 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 13@ -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_5263 if 0AB0: key_pressed 83 else_jump @NONAME_5319 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 14@ -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_5319 if 0AB0: key_pressed 88 else_jump @NONAME_5376 Car.StorePos(5@, 0@, 1@, 2@) 02CE: 2@ = ground_z_at 0@ 1@ 2@ Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_5376 if 0AB0: key_pressed 39 else_jump @NONAME_5432 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 13@ 0.0 -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_5432 if 0AB0: key_pressed 37 else_jump @NONAME_5488 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 14@ 0.0 -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_5488 if 0AB0: key_pressed 38 else_jump @NONAME_5554 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 0.0 13@ 2@ -= 1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_5554 if 0AB0: key_pressed 40 else_jump @NONAME_5620 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 0.0 14@ 2@ -= 1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_5620 if 0AB0: key_pressed 17 else_jump @NONAME_5649 16@ = 1 jump @NONAME_4618
:NONAME_5649 jump @NONAME_4761
:NONAME_5656 wait 0 if Actor.Dead($PLAYER_ACTOR) else_jump @NONAME_5683 jump @NONAME_4618
:NONAME_5683 if not Actor.Driving($PLAYER_ACTOR) else_jump @NONAME_5706 jump @NONAME_4618
:NONAME_5706 if 856E: not car 5@ defined else_jump @NONAME_5729 jump @NONAME_4618
:NONAME_5729 if not Actor.InCar($PLAYER_ACTOR, 5@) else_jump @NONAME_5755 jump @NONAME_4618
:NONAME_5755 if or 0AB0: key_pressed 87 0AB0: key_pressed 83 0AB0: key_pressed 39 0AB0: key_pressed 37 0AB0: key_pressed 81 0AB0: key_pressed 69 else_jump @NONAME_5848 if and not 13@ > 20.0 14@ >= -20.0 else_jump @NONAME_5868 13@ += 3.0 14@ -= 3.0 jump @NONAME_5868
:NONAME_5848 13@ = 8.0 14@ = -8.0
:NONAME_5868 if 0AB0: key_pressed 65 else_jump @NONAME_5919 4@ = Actor.Angle(9@) 4@ += 9.0 083E: set_actor 9@ rotation 0.0 0.0 4@ while_in_air
:NONAME_5919 if 0AB0: key_pressed 98 else_jump @NONAME_5985 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_3723
:NONAME_5985 if 0AB0: key_pressed 97 else_jump @NONAME_6051 018C: play_sound 1058 at 0.0 0.0 0.0 wait 50 018C: play_sound 1058 at 0.0 0.0 0.0 jump @NONAME_4761
:NONAME_6051 if 0AB0: key_pressed 68 else_jump @NONAME_6102 4@ = Actor.Angle(9@) 4@ -= 9.0 083E: set_actor 9@ rotation 0.0 0.0 4@ while_in_air
:NONAME_6102 if 0AB0: key_pressed 87 else_jump @NONAME_6158 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 13@ -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_6158 if 0AB0: key_pressed 83 else_jump @NONAME_6214 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 14@ -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_6214 if 0AB0: key_pressed 88 else_jump @NONAME_6271 Car.StorePos(5@, 0@, 1@, 2@) 02CE: 2@ = ground_z_at 0@ 1@ 2@ Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_6271 if 0AB0: key_pressed 39 else_jump @NONAME_6327 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 13@ 0.0 -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_6327 if 0AB0: key_pressed 37 else_jump @NONAME_6383 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 14@ 0.0 -1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_6383 if 0AB0: key_pressed 38 else_jump @NONAME_6449 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 0.0 13@ 2@ -= 1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_6449 if 0AB0: key_pressed 40 else_jump @NONAME_6515 04C4: store_coords_to 0@ 1@ 2@ from_actor 9@ with_offset 0.0 0.0 14@ 2@ -= 1.0 Actor.PutAt(9@, 0@, 1@, 2@)
:NONAME_6515 if 0AB0: key_pressed 17 else_jump @NONAME_6544 16@ = 1 jump @NONAME_4618
:NONAME_6544 jump @NONAME_5656
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