San Andreas / Mod / CLEO Mod
Reverse Light
- Kyle, David, Sky and Kunal | 上传者: kunal829
- 03/11/2014
- 57420 下载量
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231.78Kb
231.78Kb
描述
just put the .cs file in your cleo folder..
enjoy.............
please rate and comment......
enjoy.............
please rate and comment......
评论
目前已发表了 91 条评论。
08/17/2015 22:47
Legit i am a cleo scripter:
Actual Mod:
P.S If you check this stolen mod you can see that the code is the same except that the titles are changed and the file is shortened.
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
wait 0
0662: printstring "Óíèâåðñàëüíûå îãíè çàäíåãî õîäà, àâòîð izerli/ÂÅÐÅÂÊÈÍ ÈÂÀÍ, 2011 ãîä"
:NONAME_77
wait 0
if
Player.Defined(0)
else_jump @NONAME_935
0A9F: 7@ = current_thread_pointer
Actor.StorePos($PLAYER_ACTOR, 28@, 29@, 30@)
if
0AE2: 0@ = random_vehicle_near_point 28@ 29@ 30@ in_radius 80.0 find_next 0 pass_wrecked 1 //IF and SET
else_jump @NONAME_935
:NONAME_149
if
056E: car 0@ defined
else_jump @NONAME_905
0AB8: get_vehicle 0@ current_gear_to 13@
if
13@ == 0
else_jump @NONAME_905
0A97: 1@ = car 0@ struct
0A8E: 8@ = 1@ + 1424 // int
0A8D: 8@ = read_memory 8@ size 1 virtual_protect 0
if
not 8@ == 0
else_jump @NONAME_247
jump @NONAME_905
:NONAME_247
0085: 2@ = 1@ // (int)
2@ += 34
0A8D: 2@ = read_memory 2@ size 2 virtual_protect 0
2@ *= 4
2@ += 11120840
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 92
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 12
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0
3@ -= 0.05
0AC7: 6@ = var 3@ offset
7@ += 1
0AA5: call 7325056 num_params 21 pop 21 1 0 50.0 0 0.1 0 0 0 0 0 0 0 150.0 0.12 6@ 170 255 255 255 1@ 7@
3@ *= -1.0
7@ += 1
0AA5: call 7325056 num_params 21 pop 21 1 0 50.0 0 0.1 0 0 0 0 0 0 0 150.0 0.12 6@ 170 255 255 255 1@ 7@
0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 3@ 4@ 5@
0407: store_coords_to 2@ 6@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
0407: store_coords_to 15@ 16@ 19@ from_car 0@ with_offset -0.5 -1.5 0.0
0063: 15@ -= 2@ // (float)
0063: 16@ -= 6@ // (float)
0063: 19@ -= 12@ // (float)
0AA5: call 7340256 num_params 14 pop 14 0@ 0 0 1.0 1.0 1.0 4.5 19@ 16@ 15@ 27@ 26@ 25@ 1
3@ *= -1.0
0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 3@ 4@ 5@
0407: store_coords_to 2@ 6@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
0407: store_coords_to 15@ 16@ 19@ from_car 0@ with_offset 0.5 -1.5 0.0
0063: 15@ -= 2@ // (float)
0063: 16@ -= 6@ // (float)
0063: 19@ -= 12@ // (float)
0AA5: call 7340256 num_params 14 pop 14 0@ 0 0 1.0 1.0 1.0 4.5 19@ 16@ 15@ 27@ 26@ 25@ 1
:NONAME_905
8AE2: not 0@ = random_vehicle_near_point 28@ 29@ 30@ in_radius 80.0 find_next 1 pass_wrecked 1 //IF and SET
else_jump @NONAME_149
:NONAME_935
jump @NONAME_77
Stolen:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
wait 0
if
Player.Defined(0)
else_jump @NONAME_860
0A9F: 7@ = current_thread_pointer
Actor.StorePos($PLAYER_ACTOR, 28@, 29@, 30@)
if
0AE2: 0@ = random_vehicle_near_point 28@ 29@ 30@ in_radius 80.0 find_next 0 pass_wrecked 1 //IF and SET
else_jump @NONAME_860
if
056E: car 0@ defined
else_jump @NONAME_830
0AB8: get_vehicle 0@ current_gear_to 13@
if
13@ == 0
else_jump @NONAME_830
0A97: 1@ = car 0@ struct
0A8E: 8@ = 1@ + 1424 // int
0A8D: 8@ = read_memory 8@ size 1 virtual_protect 0
if
not 8@ == 0
else_jump @NONAME_172
jump @NONAME_830
:NONAME_172
0085: 2@ = 1@ // (int)
2@ += 34
0A8D: 2@ = read_memory 2@ size 2 virtual_protect 0
2@ *= 4
2@ += 11120840
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 92
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 12
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
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Legit i am a cleo scripter:
Actual Mod:
P.S If you check this stolen mod you can see that the code is the same except that the titles are changed and the file is shortened.
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
wait 0
0662: printstring "Óíèâåðñàëüíûå îãíè çàäíåãî õîäà, àâòîð izerli/ÂÅÐÅÂÊÈÍ ÈÂÀÍ, 2011 ãîä"
:NONAME_77
wait 0
if
Player.Defined(0)
else_jump @NONAME_935
0A9F: 7@ = current_thread_pointer
Actor.StorePos($PLAYER_ACTOR, 28@, 29@, 30@)
if
0AE2: 0@ = random_vehicle_near_point 28@ 29@ 30@ in_radius 80.0 find_next 0 pass_wrecked 1 //IF and SET
else_jump @NONAME_935
:NONAME_149
if
056E: car 0@ defined
else_jump @NONAME_905
0AB8: get_vehicle 0@ current_gear_to 13@
if
13@ == 0
else_jump @NONAME_905
0A97: 1@ = car 0@ struct
0A8E: 8@ = 1@ + 1424 // int
0A8D: 8@ = read_memory 8@ size 1 virtual_protect 0
if
not 8@ == 0
else_jump @NONAME_247
jump @NONAME_905
:NONAME_247
0085: 2@ = 1@ // (int)
2@ += 34
0A8D: 2@ = read_memory 2@ size 2 virtual_protect 0
2@ *= 4
2@ += 11120840
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 92
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 12
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0
3@ -= 0.05
0AC7: 6@ = var 3@ offset
7@ += 1
0AA5: call 7325056 num_params 21 pop 21 1 0 50.0 0 0.1 0 0 0 0 0 0 0 150.0 0.12 6@ 170 255 255 255 1@ 7@
3@ *= -1.0
7@ += 1
0AA5: call 7325056 num_params 21 pop 21 1 0 50.0 0 0.1 0 0 0 0 0 0 0 150.0 0.12 6@ 170 255 255 255 1@ 7@
0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 3@ 4@ 5@
0407: store_coords_to 2@ 6@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
0407: store_coords_to 15@ 16@ 19@ from_car 0@ with_offset -0.5 -1.5 0.0
0063: 15@ -= 2@ // (float)
0063: 16@ -= 6@ // (float)
0063: 19@ -= 12@ // (float)
0AA5: call 7340256 num_params 14 pop 14 0@ 0 0 1.0 1.0 1.0 4.5 19@ 16@ 15@ 27@ 26@ 25@ 1
3@ *= -1.0
0407: store_coords_to 25@ 26@ 27@ from_car 0@ with_offset 3@ 4@ 5@
0407: store_coords_to 2@ 6@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
0407: store_coords_to 15@ 16@ 19@ from_car 0@ with_offset 0.5 -1.5 0.0
0063: 15@ -= 2@ // (float)
0063: 16@ -= 6@ // (float)
0063: 19@ -= 12@ // (float)
0AA5: call 7340256 num_params 14 pop 14 0@ 0 0 1.0 1.0 1.0 4.5 19@ 16@ 15@ 27@ 26@ 25@ 1
:NONAME_905
8AE2: not 0@ = random_vehicle_near_point 28@ 29@ 30@ in_radius 80.0 find_next 1 pass_wrecked 1 //IF and SET
else_jump @NONAME_149
:NONAME_935
jump @NONAME_77
Stolen:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
wait 0
if
Player.Defined(0)
else_jump @NONAME_860
0A9F: 7@ = current_thread_pointer
Actor.StorePos($PLAYER_ACTOR, 28@, 29@, 30@)
if
0AE2: 0@ = random_vehicle_near_point 28@ 29@ 30@ in_radius 80.0 find_next 0 pass_wrecked 1 //IF and SET
else_jump @NONAME_860
if
056E: car 0@ defined
else_jump @NONAME_830
0AB8: get_vehicle 0@ current_gear_to 13@
if
13@ == 0
else_jump @NONAME_830
0A97: 1@ = car 0@ struct
0A8E: 8@ = 1@ + 1424 // int
0A8D: 8@ = read_memory 8@ size 1 virtual_protect 0
if
not 8@ == 0
else_jump @NONAME_172
jump @NONAME_830
:NONAME_172
0085: 2@ = 1@ // (int)
2@ += 34
0A8D: 2@ = read_memory 2@ size 2 virtual_protect 0
2@ *= 4
2@ += 11120840
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 92
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
2@ += 12
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
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