Keijo
Keijo
Mensagens Nível 1
Mensagens Nível 1
Mensagens : 4
Reputação : 0
Desde : 14/01/2018
Dom 14 Jan 2018, 21:49
Dúvida básica, não sei porque ocorre, alguém pode me indicar?
Exemplo: o PED está com a ação dançando, eu atiro nele, a energia em cima de sua cabeça fica preta, demonstrando que o PED morreu, mas ele continua dançando, como alterar?

PS: O Script não é meu, porém estou estudando cleo de início alterando alguns (não vou publicar).

// 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

:NONAME_2
wait 0
  Player.Defined($PLAYER_CHAR)
else_jump @NONAME_2
Model.Load(#ADMIRAL)
Model.Load(#MAJESTIC)
Model.Load(#ALPHA)
Model.Load(#BMYDJ)
Model.Load(#BMYCR)
Model.Load(#BMYST)
Model.Load(#WMYBMX)
Model.Load(#WBDYG2)
Model.Load(#BMYDRUG)
Model.Load(#HMYDRUG)
Model.Load(#VWFYPRO)
Model.Load(#FAM1)
Model.Load(#FAM2)
Model.Load(#WFYPRO)
Model.Load(3044)
04ED: load_animation "STRIP"
04ED: load_animation "DANCING"
04ED: load_animation "GANGS"

:NONAME_112
wait 0
  Model.Available(#ADMIRAL)
  Model.Available(#MAJESTIC)
  Model.Available(#ALPHA)
  Model.Available(#BMYDJ)
  Model.Available(#BMYCR)
  Model.Available(#BMYST)
  Model.Available(#WMYBMX)
  Model.Available(#WBDYG2)
  Model.Available(#BMYDRUG)
  Model.Available(#HMYDRUG)
  Model.Available(#VWFYPRO)
  Model.Available(#FAM1)
  Model.Available(#FAM2)
  Model.Available(#WFYPRO)
  Model.Available(3044)
04EE:   animation "STRIP" loaded
04EE:   animation "DANCING" loaded
04EE:   animation "GANGS" loaded
else_jump @NONAME_112
wait 0
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1947.54 -1786.214 13.3828 radius 90.0 90.0 90.0
else_jump @NONAME_112
wait 0
0@ = Car.Create(#ADMIRAL, 1952.613, -1777.908, 13.1205)
1@ = Car.Create(#MAJESTIC, 1953.199, -1774.33, 13.1178)
15@ = Car.Create(#ALPHA, 1953.272, -1770.245, 12.9544)
Car.Angle(0@) = 270.9905
Car.Angle(1@) = 269.4057
Car.Angle(15@) = 271.5789
0657: car 0@ open_door 1
0657: car 15@ open_door 1
2@ = Actor.Create(CivMale, #BMYDJ, 1949.569, -1766.152, 13.5469)
3@ = Actor.Create(CivMale, #BMYCR, 1950.064, -1781.588, 13.5469)
4@ = Actor.Create(CivMale, #BMYST, 1946.7, -1770.99, 13.5469)
5@ = Actor.Create(CivMale, #WBDYG2, 1950.594, -1776.11, 13.5469)
6@ = Actor.Create(CivMale, #WMYBMX, 1951.033, -1767.943, 13.5469)
8@ = Actor.Create(CivMale, #HMYDRUG, 32.4491, -2639.052, 40.4255)
9@ = Actor.Create(CivMale, #FAM1, 37.5742, -2637.849, 40.4208)
10@ = Actor.Create(CivMale, #FAM2, 35.5112, -2636.001, 40.4136)
16@ = Actor.Create(CivMale, #FAM1, 33.3839, -2636.239, 40.4145)
17@ = Actor.Create(CivMale, #BMYST, 30.6101, -2636.552, 40.4157)
18@ = Actor.Create(CivMale, #WFYPRO, 30.4816, -2638.677, 40.424)
Car.DoorStatus(0@) = 2
Car.DoorStatus(1@) = 2
Car.DoorStatus(15@) = 2
Actor.Angle(2@) = 174.1609
Actor.Angle(3@) = 3.1027
Actor.Angle(4@) = 221.788
Actor.Angle(5@) = 81.1961
Actor.Angle(6@) = 131.7642
Actor.Angle(8@) = 29.4467
Actor.Angle(9@) = 93.3439
Actor.Angle(10@) = 103.9974
Actor.Angle(16@) = 209.579
Actor.Angle(17@) = 299.8432
Actor.Angle(18@) = 305.0396
0812: AS_actor 2@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 3@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 4@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 5@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 6@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 8@ perform_animation "DAN_LOOP_A" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 9@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 10@ perform_animation "SMKCIG_PRTL" IFP "GANGS" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 16@ perform_animation "DNCE_M_D" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 17@ perform_animation "DNCE_M_C" IFP "DANCING" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0812: AS_actor 18@ perform_animation "STR_A2B" IFP "STRIP" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
Actor.SetImmunities(2@, 0, 0, 0, 0, 0)
Actor.SetImmunities(3@, 0, 0, 0, 0, 0)
Actor.SetImmunities(4@, 0, 0, 0, 0, 0)
Actor.SetImmunities(5@, 0, 0, 0, 0, 0)
Actor.SetImmunities(6@, 0, 0, 0, 0, 0)
Actor.SetImmunities(8@, 0, 0, 0, 0, 0)
Actor.SetImmunities(9@, 0, 0, 0, 0, 0)
Actor.SetImmunities(10@, 0, 0, 0, 0, 0)
Actor.SetImmunities(16@, 0, 0, 0, 0, 0)
Actor.SetImmunities(17@, 0, 0, 0, 0, 0)
Actor.SetImmunities(18@, 0, 0, 0, 0, 0)
Car.LockInCurrentPosition(0@) = True
Car.LockInCurrentPosition(1@) = True
Car.LockInCurrentPosition(15@) = True
Actor.LockInCurrentPosition(2@) = False
Actor.LockInCurrentPosition(3@) = False
Actor.LockInCurrentPosition(4@) = False
Actor.LockInCurrentPosition(5@) = False
Actor.LockInCurrentPosition(6@) = False
Actor.LockInCurrentPosition(8@) = False
Actor.LockInCurrentPosition(9@) = False
Actor.LockInCurrentPosition(10@) = False
Actor.LockInCurrentPosition(16@) = False
Actor.LockInCurrentPosition(17@) = False
Actor.LockInCurrentPosition(18@) = False
11@ = Object.Create(3044, 0.0, 0.0, 0.0)
070A: AS_actor 10@ attach_to_object 11@ offset 0.04 0.1 0.05 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1
066D: 12@ = attach_particle "EXHALE" to_object 11@ with_offset 0.0 0.0 0.1 type 1
064C: make_particle 12@ visible
13@ = Audiostream.Load3D("CLEO/CLEO_SOUNDS/CARRO1.MP3")
19@ = Audiostream.Load3D("CLEO/CLEO_SOUNDS/CARRO2.MP3")
Audiostream.PerformAction(13@, PLAY)
Audiostream.PerformAction(19@, PLAY)
Audiostream.LinkToCar(13@, 0@)
Audiostream.LinkToCar(19@, 15@)
Audiostream.Volume(13@) = 100.0
Audiostream.Volume(19@) = 100.0

:NONAME_1694
wait 0
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1947.54 -1786.214 13.3828 radius 90.0 90.0 90.0
else_jump @NONAME_1694
Car.Destroy(0@)
Car.Destroy(1@)
Car.Destroy(15@)
Actor.DestroyInstantly(2@)
Actor.DestroyInstantly(3@)
Actor.DestroyInstantly(4@)
Actor.DestroyInstantly(5@)
Actor.DestroyInstantly(6@)
Actor.DestroyInstantly(7@)
Actor.DestroyInstantly(8@)
Actor.DestroyInstantly(9@)
Actor.DestroyInstantly(10@)
Actor.DestroyInstantly(16@)
Actor.DestroyInstantly(17@)
Actor.DestroyInstantly(18@)
Object.Destroy(11@)
Audiostream.Release(13@)
Audiostream.Release(19@)
0650: destroy_particle 12@
jump @NONAME_2
Junior_Djjr
Junior_Djjr
Scripter CLEO - Avançado
Scripter CLEO - Avançado
Título : Censurando since 2011
Mensagens : 22701
Reputação : 727
Desde : 03/05/2012
Idade : 25
Localização : Ibitinga - SP
Link : www.MixMods.com.br
http://MixMods.com.br
Seg 15 Jan 2018, 00:08
Troque todos os "0812:" por "0605:" assim usará um opcode alternativo que possibilita a animação ser interrompida.

Código:
Audiostream.Volume(13@) = 100.0
É de 0.0 à 1.0 (e 1.0 é o padrão).

______________________________
BMS agora em nova plataforma:
Forum.MixMods.com.br
Keijo
Keijo
Mensagens Nível 1
Mensagens Nível 1
Mensagens : 4
Reputação : 0
Desde : 14/01/2018
Seg 15 Jan 2018, 00:27
Valeu Junior, você é cara! Deixei passar despercebido quando li os tutoriais.

Nesse script (https://www.mixmods.com.br/2016/11/loja-de-conveniencia-de-idlewood-estilo.html) estou tentando estudar a forma em que você ganha o dinheiro do vendedor, revirei o código e não consegui enxergar onde fica os valores monetários.

Elucidando: Você recebe um valor aleatório quando assalta ele, perto de $4mil a $5mil, creio que seja pela parte do "$PLAYER_CHAR aiming_at_actor", e gostaria de fazer o personagem receber um valor entre de $1000 e $2mil e só uma vez só, não repetidamente.

// 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
0@ = 140

:NONAME_10
wait 0
if and
 11@ == 0
 18@ == 0
056D:   actor 25@ defined
  not Actor.Dead(25@)
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1922.49 -1777.479 13.7812 radius 0.5 0.5 0.5
else_jump @NONAME_122
11@ = 1
04ED: load_animation "FOOD"
Player.CanMove($PLAYER_CHAR) = False
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
jump @NONAME_760

:NONAME_122
wait 0
if and
 11@ == 1
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1922.49 -1777.479 13.7812 radius 0.5 0.5 0.5
else_jump @NONAME_195
11@ = 0
jump @NONAME_122

:NONAME_195
wait 0
if and
856D:   not actor 25@ defined
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 1920.374 -1777.326 13.7812 radius 150.0 150.0 150.0
else_jump @NONAME_333
Model.Load(#BMOCHIL)
038B: load_requested_models
25@ = Actor.Create(CivMale, #BMOCHIL, 1920.374, -1777.326, 13.7812)
03BC: 12@ = create_sphere_at 1922.49 -1777.479 13.7812 radius 1.0
Actor.Health(25@) = 100
Actor.Angle(25@) = 270.9901
jump @NONAME_195

:NONAME_333
wait 0
if and
 18@ == 1
056D:   actor 25@ defined
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 1920.374 -1777.326 13.7812 radius 150.0 150.0 150.0
else_jump @NONAME_416
18@ = 0
Actor.DestroyInstantly(25@)
jump @NONAME_333

:NONAME_416
wait 0
if and
056D:   actor 25@ defined
  Actor.Dead(25@)
else_jump @NONAME_453
Actor.RemoveReferences(25@)
jump @NONAME_416

:NONAME_453
wait 0
if and
056D:   actor 25@ defined
051A:   actor 25@ damaged_by_actor $PLAYER_ACTOR
else_jump @NONAME_506
03BD: destroy_sphere 12@
054E: clear_actor 25@ damage
05E2: AS_actor 25@ kill_actor $PLAYER_ACTOR
jump @NONAME_453

:NONAME_506
wait 0
if and
056D:   actor 25@ defined
0457:   player $PLAYER_CHAR aiming_at_actor 25@
else_jump @NONAME_10
if
0AB1: call_scm_func @NONAME_2514 0  
else_jump @NONAME_10
18@ = 1
0687: clear_actor 25@ task
03BD: destroy_sphere 12@
04ED: load_animation "SHOP"
0605: actor 25@ perform_animation "SHP_ROB_GIVECASH" IFP "SHOP" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
0ACD: show_text_highpriority "NAO ATIRE, EU IMPLORO!" time 2000
wait 3000
04C4: store_coords_to 15@ 16@ 17@ from_actor 25@ with_offset 0.0 3.0 0.0
14@ = Pickup.Create(1550, 3, 15@, 16@, 17@)
0AB1: call_scm_func @NONAME_2495 0 20@  
02E1: 19@ = create_cash_pickup 20@ at 15@ 16@ 17@ permanence_flag 0
04EF: release_animation "SHOP"
Player.WantedLevel($PLAYER_CHAR) = 3
jump @NONAME_506

:NONAME_760
if
0AB1: call_scm_func @NONAME_2036 0  
else_jump @NONAME_800
0@ -= 1
0AB1: call_scm_func @NONAME_4027 1 1  

:NONAME_800
if
0AB1: call_scm_func @NONAME_2062 0  
else_jump @NONAME_840
0@ += 1
0AB1: call_scm_func @NONAME_4027 1 1  

:NONAME_840
if
  not 0@ >= 140
else_jump @NONAME_867
0@ = 140

:NONAME_867
if
 0@ > 142
else_jump @NONAME_894
0@ = 142

:NONAME_894
if and
 0@ == 140
  Player.Money($PLAYER_CHAR) > 0
00E1:   player 0 pressed_key 16
else_jump @NONAME_1019
13@ = Player.Money($PLAYER_CHAR)
13@ -= 3
03FE: set_actor $PLAYER_ACTOR money 13@
03F0: enable_text_draw 1
Player.CanMove($PLAYER_CHAR) = True
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0623: add 10 to_integer_stat 245
0605: actor $PLAYER_ACTOR perform_animation "EAT_BURGER" IFP "FOOD" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
jump @NONAME_1437

:NONAME_1019
if and
 0@ == 141
  Player.Money($PLAYER_CHAR) > 0
00E1:   player 0 pressed_key 16
else_jump @NONAME_1145
13@ = Player.Money($PLAYER_CHAR)
13@ -= 5
03FE: set_actor $PLAYER_ACTOR money 13@
03F0: enable_text_draw 1
Player.CanMove($PLAYER_CHAR) = True
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0623: add 10 to_integer_stat 245
0605: actor $PLAYER_ACTOR perform_animation "EAT_CHICKEN" IFP "FOOD" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
jump @NONAME_1437

:NONAME_1145
if and
 0@ == 142
  Player.Money($PLAYER_CHAR) > 0
00E1:   player 0 pressed_key 16
else_jump @NONAME_1269
13@ = Player.Money($PLAYER_CHAR)
13@ -= 10
03FE: set_actor $PLAYER_ACTOR money 13@
03F0: enable_text_draw 1
Player.CanMove($PLAYER_CHAR) = True
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
0623: add 10 to_integer_stat 245
0605: actor $PLAYER_ACTOR perform_animation "EAT_PIZZA" IFP "FOOD" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
jump @NONAME_1437

:NONAME_1269
if
00E1:   player 0 pressed_key 15
else_jump @NONAME_1319
Player.CanMove($PLAYER_CHAR) = True
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
03F0: enable_text_draw 1
04EF: release_animation "FOOD"
jump @NONAME_1437

:NONAME_1319
0AB1: call_scm_func @NONAME_4271 1 0@  
gosub @NONAME_1444
gosub @NONAME_1784
gosub @NONAME_1868
gosub @NONAME_1952
32@ = 0

:NONAME_1367
if or
0AB1: call_scm_func @NONAME_2036 0  
0AB1: call_scm_func @NONAME_2062 0  
else_jump @NONAME_1430
if
  not 32@ >= 0
else_jump @NONAME_1430
gosub @NONAME_1444
jump @NONAME_1367

:NONAME_1430
jump @NONAME_760

:NONAME_1437
jump @NONAME_10

:NONAME_1444
wait 0
30@ = 150.0
31@ = 140

:NONAME_1466
if
 31@ == 140
else_jump @NONAME_1564
0AB1: call_scm_func @NONAME_2685 20 450.0 30@ 100.0 15.0 0 0 0 180 1.4 1 1 0 1 200 200 200 200 31@ 3 5.0  
jump @NONAME_1734

:NONAME_1564
if
 31@ == 142
else_jump @NONAME_1662
0AB1: call_scm_func @NONAME_2685 20 450.0 30@ 100.0 15.0 0 0 0 180 1.4 0 1 1 1 200 200 200 200 31@ 3 5.0  
jump @NONAME_1734

:NONAME_1662
0AB1: call_scm_func @NONAME_2685 20 450.0 30@ 100.0 15.0 0 0 0 180 1.4 0 1 0 1 200 200 200 200 31@ 3 5.0  

:NONAME_1734
30@ += 15.0
31@ += 1
 31@ > 142
else_jump @NONAME_1466
0AB1: call_scm_func @NONAME_4027 1 0  
03F0: enable_text_draw 1
return

:NONAME_1784
26@ = 146
0AB1: call_scm_func @NONAME_2685 20 450.0 135.0 100.0 15.0 0 0 0 180 1.4 1 1 1 1 200 200 200 200 26@ 3 5.0  
return

:NONAME_1868
27@ = 144
0AB1: call_scm_func @NONAME_2685 20 450.0 215.0 115.0 15.0 0 0 0 180 1.4 1 1 1 1 200 200 200 200 27@ 3 5.0  
return

:NONAME_1952
10@ = 145
0AB1: call_scm_func @NONAME_2685 20 450.0 230.0 148.0 15.0 0 0 0 180 1.4 1 1 1 1 200 200 200 200 10@ 3 5.0  
return

:NONAME_2036
0A8D: 0@ = read_memory 12006427 size 1 virtual_protect 0
  not 0@ == 0
0AB2: ret 0

:NONAME_2062
0A8D: 0@ = read_memory 12006428 size 1 virtual_protect 0
  not 0@ == 0
0AB2: ret 0
0A96: 0@ = actor 0@ struct
0AA6: call_method 5450528 struct 0@ num_params 0 pop 0  
0@ += 24
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0AA7: call_function 7555648 num_params 1 pop 1 0@ 0@  
if
  not 0@ == 0
else_jump @NONAME_2485
0AA7: call_function 8147360 num_params 2 pop 2 5@ 0@ 5@  
0AA7: call_function 8147232 num_params 1 pop 1 0@ 0@  
5@ *= 64
005A: 5@ += 0@ // (int)
0AC7: 6@ = var 2@ offset
0AA5: call 5566192 num_params 4 pop 4 6@ 5@ 1 6@  
Object.Angle(1@) = 0.0
0A98: 1@ = object 1@ struct
1@ += 20
0A8D: 0@ = read_memory 1@ size 4 virtual_protect 0
1@ -= 20
0AA6: call_method 4266384 struct 1@ num_params 0 pop 0  
0AA6: call_method 5877024 struct 0@ num_params 1 pop 0 5@  
0AA6: call_method 4342208 struct 1@ num_params 1 pop 0 6@  
1@ += 24
0A8D: 7@ = read_memory 1@ size 4 virtual_protect 0
if
  not 7@ == 0
else_jump @NONAME_2456
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
7@ += 16
0AA6: call_method 5877104 struct 0@ num_params 1 pop 0 7@  
1@ -= 24
0AA6: call_method 5450496 struct 1@ num_params 0 pop 0  
jump @NONAME_2478

:NONAME_2456
1@ -= 24
0AA6: call_method 5450496 struct 1@ num_params 0 pop 0  

:NONAME_2478
jump @NONAME_2490

:NONAME_2485
0AB2: ret 0

:NONAME_2490
0AB2: ret 0

:NONAME_2495
0209: 31@ = random_int_in_ranges 1500 5000
0AB2: ret 1 31@

:NONAME_2514
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 0
82D8:   not actor $PLAYER_ACTOR current_weapon == 1
82D8:   not actor $PLAYER_ACTOR current_weapon == 2
82D8:   not actor $PLAYER_ACTOR current_weapon == 3
82D8:   not actor $PLAYER_ACTOR current_weapon == 4
82D8:   not actor $PLAYER_ACTOR current_weapon == 5
82D8:   not actor $PLAYER_ACTOR current_weapon == 6
82D8:   not actor $PLAYER_ACTOR current_weapon == 7
else_jump @NONAME_2680
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 8
82D8:   not actor $PLAYER_ACTOR current_weapon == 9
82D8:   not actor $PLAYER_ACTOR current_weapon == 10
82D8:   not actor $PLAYER_ACTOR current_weapon == 11
82D8:   not actor $PLAYER_ACTOR current_weapon == 12
82D8:   not actor $PLAYER_ACTOR current_weapon == 13
82D8:   not actor $PLAYER_ACTOR current_weapon == 14
82D8:   not actor $PLAYER_ACTOR current_weapon == 15
else_jump @NONAME_2680
if and
82D8:   not actor $PLAYER_ACTOR current_weapon == 16
82D8:   not actor $PLAYER_ACTOR current_weapon == 17
82D8:   not actor $PLAYER_ACTOR current_weapon == 18
else_jump @NONAME_2680

:NONAME_2680
0AB2: ret 0

:NONAME_2685
if
 7@ > 0
else_jump @NONAME_2733
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 0@ 1@ size 2@ 3@ RGBA 4@ 5@ 6@ 7@

:NONAME_2733
if
 12@ == 1
else_jump @NONAME_2806
gosub @NONAME_3993
22@ /= 2.0
0063: 20@ -= 22@ // (float)
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 20@ 21@ size 8@ 3@ RGBA 13@ 14@ 15@ 16@

:NONAME_2806
if
 9@ == 1
else_jump @NONAME_2879
gosub @NONAME_3993
23@ /= 2.0
0063: 21@ -= 23@ // (float)
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 20@ 21@ size 2@ 8@ RGBA 13@ 14@ 15@ 16@

:NONAME_2879
if
 10@ == 1
else_jump @NONAME_2952
gosub @NONAME_3993
22@ /= 2.0
005B: 20@ += 22@ // (float)
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 20@ 21@ size 8@ 3@ RGBA 13@ 14@ 15@ 16@

:NONAME_2952
if
 11@ == 1
else_jump @NONAME_3025
gosub @NONAME_3993
23@ /= 2.0
005B: 21@ += 23@ // (float)
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position 20@ 21@ size 2@ 8@ RGBA 13@ 14@ 15@ 16@

:NONAME_3025
if
 17@ > 0
else_jump @NONAME_3306
0AD3: 10@s = format "_MY_%I" 17@  
gosub @NONAME_3993
if
 19@ > 0.0
else_jump @NONAME_3113
22@ /= 2.0
0063: 20@ -= 22@ // (float)
jump @NONAME_3131

:NONAME_3113
22@ /= 2.0
005B: 20@ += 22@ // (float)

:NONAME_3131
005B: 20@ += 19@ // (float)
if
 18@ == 1
else_jump @NONAME_3205
0AC6: 22@ = label @NONAME_4298 offset
0A8D: 22@ = read_memory 22@ size 4 virtual_protect 0
if
003B:   22@ == 17@ // (int)
else_jump @NONAME_3205
18@ = 2

:NONAME_3205
if
 18@ == 3
else_jump @NONAME_3271
0AC6: 22@ = label @NONAME_4298 offset
0A8D: 22@ = read_memory 22@ size 4 virtual_protect 0
if
003B:   22@ == 17@ // (int)
else_jump @NONAME_3271
18@ = 4

:NONAME_3271
0AB1: call_scm_func @NONAME_3311 1 18@ 25@  
0063: 21@ -= 25@ // (float)
033E: set_draw_text_position 20@ 21@ GXT 10@s

:NONAME_3306
0AB2: ret 0

:NONAME_3311
if
 0@ == 1
else_jump @NONAME_3346
gosub @NONAME_3561
0AB2: ret 1 6.0

:NONAME_3346
if
 0@ == 2
else_jump @NONAME_3381
gosub @NONAME_3616
0AB2: ret 1 6.0

:NONAME_3381
if
 0@ == 3
else_jump @NONAME_3416
gosub @NONAME_3700
0AB2: ret 1 5.0

:NONAME_3416
if
 0@ == 4
else_jump @NONAME_3451
gosub @NONAME_3755
0AB2: ret 1 5.0

:NONAME_3451
if
 0@ == 5
else_jump @NONAME_3486
gosub @NONAME_3839
0AB2: ret 1 6.0

:NONAME_3486
if
 0@ == 6
else_jump @NONAME_3521
gosub @NONAME_3891
0AB2: ret 1 6.0

:NONAME_3521
if
 0@ == 7
else_jump @NONAME_3556
gosub @NONAME_3943
0AB2: ret 1 1.0

:NONAME_3556
0AB2: ret 0

:NONAME_3561
0340: set_text_draw_RGBA 240 240 240 255
0349: set_text_draw_font 2
0343: set_text_draw_linewidth 640.0
081C: draw_text_outline 1 RGBA 0 0 0 100
033F: set_text_draw_letter_size 0.3 1.0
0348: enable_text_draw_proportional 1
return

:NONAME_3616
0AC6: 10@ = label @NONAME_4302 offset
0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
0092: 10@ = float 10@ to_integer
0340: set_text_draw_RGBA 50 180 255 10@
0349: set_text_draw_font 2
0343: set_text_draw_linewidth 640.0
081C: draw_text_outline 1 RGBA 0 0 0 100
033F: set_text_draw_letter_size 0.3 1.0
0348: enable_text_draw_proportional 1
return

:NONAME_3700
0340: set_text_draw_RGBA 240 240 240 255
0349: set_text_draw_font 1
0343: set_text_draw_linewidth 640.0
081C: draw_text_outline 1 RGBA 0 0 0 100
033F: set_text_draw_letter_size 0.2 1.0
0348: enable_text_draw_proportional 1
return

:NONAME_3755
0AC6: 10@ = label @NONAME_4302 offset
0A8D: 10@ = read_memory 10@ size 4 virtual_protect 0
0092: 10@ = float 10@ to_integer
0340: set_text_draw_RGBA 50 180 255 10@
0349: set_text_draw_font 1
0343: set_text_draw_linewidth 640.0
081C: draw_text_outline 1 RGBA 0 0 0 100
033F: set_text_draw_letter_size 0.2 1.0
0348: enable_text_draw_proportional 1
return

:NONAME_3839
0349: set_text_draw_font 1
033F: set_text_draw_letter_size 0.22 1.02
0343: set_text_draw_linewidth 640.0
0340: set_text_draw_RGBA 200 200 200 255
081C: draw_text_outline 1 RGBA 0 0 0 200
return

:NONAME_3891
0349: set_text_draw_font 1
033F: set_text_draw_letter_size 0.35 1.5
0343: set_text_draw_linewidth 640.0
0340: set_text_draw_RGBA 200 200 200 255
081C: draw_text_outline 1 RGBA 0 0 0 200
return

:NONAME_3943
0349: set_text_draw_font 1
033F: set_text_draw_letter_size 0.18 0.9
0343: set_text_draw_linewidth 640.0
0340: set_text_draw_RGBA 255 255 255 50
081C: draw_text_outline 0 RGBA 0 0 0 0
return

:NONAME_3993
0087: 20@ = 0@ // (float)
0087: 21@ = 1@ // (float)
0087: 22@ = 2@ // (float)
0087: 23@ = 3@ // (float)
return

:NONAME_4027
0AC6: 11@ = label @NONAME_4302 offset
0AC6: 12@ = label @NONAME_4306 offset
if
 0@ == 1
else_jump @NONAME_4097
0A8C: write_memory 11@ size 4 value 255.0 virtual_protect 0
0A8C: write_memory 12@ size 1 value 1 virtual_protect 0
jump @NONAME_4266

:NONAME_4097
0A8D: 21@ = read_memory 11@ size 4 virtual_protect 0
0A8D: 22@ = read_memory 12@ size 1 virtual_protect 0
if
 22@ == 1
else_jump @NONAME_4194
007F: 21@ -= frame_delta_time * 2.0 // (float)
if
  not 21@ >= 180.0
else_jump @NONAME_4187
21@ = 180.0
22@ = 2

:NONAME_4187
jump @NONAME_4242

:NONAME_4194
0079: 21@ += frame_delta_time * 2.0 // (float)
if
 21@ > 255.0
else_jump @NONAME_4242
21@ = 255.0
22@ = 1

:NONAME_4242
0A8C: write_memory 11@ size 4 value 21@ virtual_protect 0
0A8C: write_memory 12@ size 1 value 22@ virtual_protect 0

:NONAME_4266
0AB2: ret 0

:NONAME_4271
0AC6: 1@ = label @NONAME_4298 offset
0A8C: write_memory 1@ size 4 value 0@ virtual_protect 0
0AB2: ret 0

:NONAME_4298
hex
00 00 00 00
end

:NONAME_4302
hex
00 00 00 00
end

:NONAME_4306
hex
00
end
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