CLEO Reloading

Данный мод добавляет возможности перезарядки оружия в любой момент. Вам нужно всего лишь нажать клавишу R. Мод поможет тем кто хочет в удобный момент перезарядится, а потом внезапно напасть на врага.

{$VERSION 3.1.1000}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
thread "SKRIPT_MOD"

:SKRIPT_MOD_16
wait 0
if and
Actor.Stopped($PLAYER_ACTOR)
Player.Controllable($PLAYER_CHAR)
not Actor.Driving($PLAYER_ACTOR)
jf @SKRIPT_MOD_16
if and
not Actor.Dead($PLAYER_ACTOR)
09E7: player $PLAYER_CHAR not_frozen
jf @SKRIPT_MOD_16
0470: $PLAYER_WEAP = actor $PLAYER_ACTOR current_weapon
if or
$PLAYER_WEAP == 22
$PLAYER_WEAP == 28
$PLAYER_WEAP == 32
jf @SKRIPT_MOD_114
jump @SKRIPT_MOD_274

:SKRIPT_MOD_114
if
$PLAYER_WEAP == 23
jf @SKRIPT_MOD_139
jump @SKRIPT_MOD_1241

:SKRIPT_MOD_139
if
$PLAYER_WEAP == 24
jf @SKRIPT_MOD_164
jump @SKRIPT_MOD_1674

:SKRIPT_MOD_164
if or
$PLAYER_WEAP == 27
$PLAYER_WEAP == 33
$PLAYER_WEAP == 34
$PLAYER_WEAP == 30
$PLAYER_WEAP == 31
jf @SKRIPT_MOD_217
jump @SKRIPT_MOD_2099

:SKRIPT_MOD_217
if
$PLAYER_WEAP == 29
jf @SKRIPT_MOD_242
jump @SKRIPT_MOD_2511

:SKRIPT_MOD_242
if
$PLAYER_WEAP == 26
jf @SKRIPT_MOD_267
jump @SKRIPT_MOD_2909

:SKRIPT_MOD_267
jump @SKRIPT_MOD_16

:SKRIPT_MOD_274
if
84EE: not animation "COLT45" loaded
jf @SKRIPT_MOD_312
04ED: load_animation "COLT45"
jump @SKRIPT_MOD_312

:SKRIPT_MOD_312
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo
if
$PLAYER_WEAP == 22
jf @SKRIPT_MOD_359
0653: $ZNACHENIE = float_stat 69
jump @SKRIPT_MOD_366

:SKRIPT_MOD_359
0653: $ZNACHENIE = float_stat 75

:SKRIPT_MOD_366
wait 0
04EE: animation "COLT45" loaded
jf @SKRIPT_MOD_366
if and
0597: actor $PLAYER_ACTOR crouching
$ZNACHENIE == 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_640
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation "COLT45_CROUCHRELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
0605: actor -1 perform_animation "COLT45_CROUCHRELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 2000
Player.CanMove($PLAYER_CHAR) = True
0992: set_player $PLAYER_CHAR weapons_scrollable 1
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_640
if and
0597: actor $PLAYER_ACTOR crouching
not $ZNACHENIE >= 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_845
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation "COLT45_CROUCHRELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_845
if and
$ZNACHENIE == 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_1075
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0605: actor -1 perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 2000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1075
if and
not $ZNACHENIE >= 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation "COLT45_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1241
if
84EE: not animation "SILENCED" loaded
jf @SKRIPT_MOD_1283
04ED: load_animation "SILENCED"
jump @SKRIPT_MOD_1283

:SKRIPT_MOD_1283
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo

:SKRIPT_MOD_1298
wait 0
04EE: animation "SILENCED" loaded
jf @SKRIPT_MOD_1298
if and
0597: actor $PLAYER_ACTOR crouching
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_1513
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation "CROUCHRELOAD" IFP "SILENCED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "SILENCED"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1513
if and
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation "SILENCE_RELOAD" IFP "SILENCED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "SILENCED"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1674
if
84EE: not animation "PYTHON" loaded
jf @SKRIPT_MOD_1712
04ED: load_animation "PYTHON"
jump @SKRIPT_MOD_1712

:SKRIPT_MOD_1712
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo

:SKRIPT_MOD_1727
wait 0
04EE: animation "PYTHON" loaded
jf @SKRIPT_MOD_1727
if and
0597: actor $PLAYER_ACTOR crouching
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_1943
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation "PYTHON_CROUCHRELOAD" IFP "PYTHON" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "PYTHON"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_1943
if and
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation "PYTHON_RELOAD" IFP "PYTHON" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "PYTHON"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2099
if
84EE: not animation "RIFLE" loaded
jf @SKRIPT_MOD_2135
04ED: load_animation "RIFLE"
jump @SKRIPT_MOD_2135

:SKRIPT_MOD_2135
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo

:SKRIPT_MOD_2150
wait 0
04EE: animation "RIFLE" loaded
jf @SKRIPT_MOD_2150
if and
0597: actor $PLAYER_ACTOR crouching
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_2360
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation "RIFLE_CROUCHLOAD" IFP "RIFLE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "RIFLE"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2360
if and
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation "RIFLE_LOAD" IFP "RIFLE" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "RIFLE"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2511
if
84EE: not animation "UZI" loaded
jf @SKRIPT_MOD_2543
04ED: load_animation "UZI"
jump @SKRIPT_MOD_2543

:SKRIPT_MOD_2543
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo

:SKRIPT_MOD_2558
wait 0
04EE: animation "UZI" loaded
jf @SKRIPT_MOD_2558
if and
0597: actor $PLAYER_ACTOR crouching
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_2762
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation "UZI_CROUCHRELOAD" IFP "UZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 1 time -1
04EB: AS_actor -1 crouch 1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "UZI"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2762
if and
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation "UZI_RELOAD" IFP "UZI" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "UZI"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_2909
if
84EE: not animation "COLT45" loaded
jf @SKRIPT_MOD_2947
04ED: load_animation "COLT45"
jump @SKRIPT_MOD_2947

:SKRIPT_MOD_2947
wait 0
041A: $OBOYMA = actor $PLAYER_ACTOR weapon $PLAYER_WEAP ammo
0653: $ZNACHENIE = float_stat 73

:SKRIPT_MOD_2969
wait 0
04EE: animation "COLT45" loaded
jf @SKRIPT_MOD_2969
if and
$ZNACHENIE == 1000.0
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_3222
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0615: define_AS_pack_begin $ANIM_PACK
0605: actor -1 perform_animation "SAWNOFF_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0605: actor -1 perform_animation "SAWNOFF_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end $ANIM_PACK
0618: assign_actor $PLAYER_ACTOR to_AS_pack $ANIM_PACK
061B: remove_references_to_AS_pack $ANIM_PACK
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 2000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16

:SKRIPT_MOD_3222
if
04EE: animation "COLT45" loaded
jf @SKRIPT_MOD_2909
if and
not $OBOYMA == 0
0AB0: key_pressed 82
jf @SKRIPT_MOD_16
0992: set_player $PLAYER_CHAR weapons_scrollable 0
Player.CanMove($PLAYER_CHAR) = False
wait 200
$OBOYMA *= -1
0605: actor $PLAYER_ACTOR perform_animation "SAWNOFF_RELOAD" IFP "COLT45" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
$OBOYMA *= -1
Actor.GiveWeaponAndAmmo($PLAYER_ACTOR, $PLAYER_WEAP, $OBOYMA)
wait 1000
0992: set_player $PLAYER_CHAR weapons_scrollable 1
Player.CanMove($PLAYER_CHAR) = True
04EF: release_animation "COLT45"
jump @SKRIPT_MOD_16



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5.11.2015, 08:32 -

Категория: Grand Theft Auto: San Andreas » Скрипты для Grand Theft Auto: San Andreas » CLEO скрипты для Grand Theft Auto: San Andreas

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