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Mira perfeita mas com cor fraca

em Qui 11 Jun 2015, 02:00
Oi essa mira:

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
31@ = 6.0

:NONAME_12
wait 0
gosub @NONAME_1200
if
15@ == 1
else_jump @NONAME_711
if
0AB0: key_pressed 2
else_jump @NONAME_711
0AB1: call_scm_func @NONAME_807 1 400.0 0@
if
056D: actor 0@ defined
else_jump @NONAME_711

:NONAME_90
wait 0
if
856D: not actor 0@ defined
else_jump @NONAME_117
jump @NONAME_711

:NONAME_117
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.3
068D: get_camera_position_to 4@ 5@ 6@
if or
Actor.Driving(0@)
Actor.Dead(0@)
82CB: not actor 0@ bounding_sphere_visible
8AB0: not key_pressed 2
86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 0 object 1 particle 0
else_jump @NONAME_224
jump @NONAME_711

:NONAME_224
if
0AB0: key_pressed 1
else_jump @NONAME_271
29@ = 55
28@ = 255
27@ = 1.5
jump @NONAME_296

:NONAME_271
29@ = 255
28@ = 55
27@ = 1.0

:NONAME_296
if
31@ > 8.0
else_jump @NONAME_324
30@ = 1

:NONAME_324
if
not 31@ >= 6.0
else_jump @NONAME_352
30@ = 0

:NONAME_352
if
30@ == 0
else_jump @NONAME_380
31@ += 0.05

:NONAME_380
if
30@ == 1
else_jump @NONAME_408
31@ -= 0.05

:NONAME_408
03F0: enable_text_draw 1
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @NONAME_1444 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
if
0AB0: key_pressed 1
else_jump @NONAME_704
0AB1: call_scm_func @NONAME_1349 0 1@ 2@ 3@
3@ -= 0.4
0AB1: call_scm_func @NONAME_718 4 0@ 1@ 2@ 3@

:NONAME_704
jump @NONAME_90

:NONAME_711
jump @NONAME_12

:NONAME_718
0A96: 4@ = actor 0@ struct
4@ += 20
0A8D: 4@ = read_memory 4@ size 4 virtual_protect 0
4@ += 48
0A8C: write_memory 4@ size 4 value 1@ virtual_protect 0
4@ += 4
0A8C: write_memory 4@ size 4 value 2@ virtual_protect 0
4@ += 4
0A8C: write_memory 4@ size 4 value 3@ virtual_protect 0
0AB2: ret 0

:NONAME_807
28@ = 0.0

:NONAME_817
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:NONAME_857
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
31@ >= 0
128 > 31@
else_jump @NONAME_1143
005A: 31@ += 30@ // (int)
if
056D: actor 31@ defined
else_jump @NONAME_1143
if
803C: not $PLAYER_ACTOR == 31@ // (int)
else_jump @NONAME_1143
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
if and
06BD: no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 1 actor 0 object 1 particle 0
not Actor.Driving(31@)
not Actor.Dead(31@)
02CB: actor 31@ bounding_sphere_visible
else_jump @NONAME_1143
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @NONAME_1444 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035: 28@ >= 15@ // (float)
else_jump @NONAME_1143
0AB2: ret 1 31@

:NONAME_1143
30@ += 256
30@ > 35584
else_jump @NONAME_857
28@ += 8.0
001D: 28@ > 0@ // (int)
else_jump @NONAME_817
0AB2: ret 1 -1

:NONAME_1200
if
0ADC: test_cheat "AIM"
else_jump @NONAME_1347
if
15@ == 0
else_jump @NONAME_1292
15@ = 1
018C: play_sound 1083 at 0.0 0.0 0.0
0ACD: show_text_highpriority "PRO-AIM ENABLED" time 1337
jump @NONAME_1342

:NONAME_1292
15@ = 0
018C: play_sound 1084 at 0.0 0.0 0.0
0ACD: show_text_highpriority "PRO-AIM DISABLED" time 1337

:NONAME_1342
wait 350

:NONAME_1347
return

:NONAME_1349
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
0A9F: 5@ = current_thread_pointer
5@ += 80
0A8E: 6@ = 5@ + 12 // int
4@ = 2.5
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 6@ 5@ 3@ 2@ 1@ 4@
0AB2: ret 3 8@ 9@ 10@

:NONAME_1444
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
12@ = 640.0
13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@

Ela é perfeita efunciona 100% mas será que daria pra trocar o ponto que marca o local onde o player está durante o disparo?
Ela fica assim:



Quando vc mira no player fica um quadrado verde no player e tá bom assim.
Quando vc atira fica um quadrado vermelho onde o player estiver na minha visão mas o quadrado é tão sutil que eu as vezes nem enxergo ele porque estou no meio do tiroteio então será que teria como trocar o quadrado vermelho por essa magem:



ou pelo menos por esse:



Obrigado.
Convidado
Convidado

Re: Mira perfeita mas com cor fraca

em Qui 11 Jun 2015, 02:15
Desculpem-me pelo engano. Obrigado.
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