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发表于 2014-10-3 11:37:53
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{
by J16D
}
const
/////////---------------
_ARCHIVE0 = "CLEO\S_FileS\effectS\effect_00.mp3"
_ARCHIVE1 = "CLEO\S_FileS\effectS\effect_01.mp3"
_ARCHIVE2 = "CLEO\S_FileS\effectS\effect_02.mp3"
_ARCHIVE4 = "CLEO\S_FileS\effectS\effect_04.mp3"
/////////---------------
_PX = 1@
_PY = 2@
_PZ = 3@
_PRandomX = 4@
_PRandomY = 5@
_PRandomZ = 6@
_PRadius = 2.0
_BaseObj = 15@
_PivotObj = 20@
_ANGLE = 16@
_RadiusBO = 28@
_IsCheatTyped = 11@
end
{$CLEO}
0000:
_IsCheatTyped = FALSE
while true
if and
Player.Defined(0) /// $PLAYER_CHAR == 0
8449: not actor $PLAYER_ACTOR in_a_car
then
gosub @CheatTypedCheck
if
_IsCheatTyped == TRUE
then
gosub @FILE_CHECK
gosub @MODEL_LOAD
0AAD: set_mp3 18@ perform_action 1
0ABC: set_audiostream 18@ volume 1.0
0AC0: audiostream 18@ loop 1
00A0: store_actor $PLAYER_ACTOR position_to _PX _PY _PZ
04C4: store_coords_to _PX _PY _PZ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.2
0812: AS_actor $PLAYER_ACTOR perform_animation "HIT_walk" IFP_file "PED" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
wait 0
if
0611: actor $PLAYER_ACTOR performing_animation "HIT_walk"
then
0614: set_actor $PLAYER_ACTOR animation "HIT_walk" progress_to 0.30 // 0.0 to 1.0
wait 0
0612: set_actor $PLAYER_ACTOR animation "HIT_walk" paused 0
end
{
0812: AS_actor $PLAYER_ACTOR perform_animation "DRIVE_BOAT" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB
0612: set_actor $PLAYER_ACTOR animation "DRIVE_BOAT" paused 0
0614: set_actor $PLAYER_ACTOR animation "DRIVE_BOAT" progress_to 0.27 // 0.0 to 1.0
}
_BaseObj = Object.Create(3106, _PX, _PY, _PZ)
0382: set_object _BaseObj collision_detection 0
0392: make_object _BaseObj moveable 0
0750: set_object _BaseObj visibility 1
01BB: store_object _BaseObj position_to _PX _PY _PZ
_RadiusBO = 2.0
08D2: object _BaseObj scale_model _RadiusBO
069B: attach_object _BaseObj to_actor $PLAYER_ACTOR with_offset 0.0 0.3 1.0 rotation 0.0 0.0 0.0
////----------- check if there is any object in memory_pool, and destroy them
for 31@ = 0 to 15 // 16
0AC6: 30@ = label @OBJ_POOL offset
0085: 29@ = 31@ // (int)
0012: 29@ *= 4
005A: 30@ += 29@ // (int)
0A8D: 17@ = read_memory 30@ size 4 virtual_protect 0
if
03CA: object 17@ exists
then
0108: destroy_object 17@
0A8C: write_memory 30@ size 4 value 0 virtual_protect 0 // delete object 17@ from memory
end |
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