GTA SA Fire bullets

Данный мод для GTASA добавляет в игру зажигательные патроны.
Активируется введением чита FIRE. (дезактивировать num + )
Стоить всего лишь один раз ранить своего противника и он загорится как спичка.
В мультиплеере работать не будет!

GTA SA Fire bullets


{$VERSION 3.1.1000}
{$CLEO .cs}

//-------------MAIN---------------
thread 'FIRE'

:FIRE_11
wait 0
$SPTITLE = 0

:FIRE_22
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @FIRE_22
if
not fading
else_jump @FIRE_22
wait 0
if and
not Actor.Dead($PLAYER_ACTOR)
09E7: player $PLAYER_CHAR not_frozen
86B9: not cutscene_data_loaded
else_jump @FIRE_22
if
Player.Controllable($PLAYER_CHAR)
else_jump @FIRE_22
if
0AB0: key_pressed 70
else_jump @FIRE_127
16@ = 1
33@ = 0

:FIRE_127
if and
16@ == 1
0AB0: key_pressed 73
else_jump @FIRE_163
16@ = 2
33@ = 0

:FIRE_163
if and
16@ == 2
0AB0: key_pressed 82
else_jump @FIRE_199
16@ = 3
33@ = 0

:FIRE_199
if and
16@ == 3
0AB0: key_pressed 69
else_jump @FIRE_235
16@ = 0
jump @FIRE_268

:FIRE_235
if
33@ > 5000
else_jump @FIRE_22
16@ = 0
jump @FIRE_22

:FIRE_268
$SPTITLE = 1
03E5: show_text_box 'CHEAT1' // Cheat activated

:FIRE_286
wait 0
if
8AB0: not key_pressed 107
else_jump @FIRE_2774
068D: get_camera_position_to 6@ 7@ 8@
04C4: store_coords_to 9@ 10@ 11@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.75
050A: 0@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@
if
0.5 > 0@
else_jump @FIRE_721
0801: get_camera_zoom_factor_to 6@ // float
if
15.0 >= 6@
else_jump @FIRE_598
if
00E1: player 0 pressed_key 16
else_jump @FIRE_489
0087: 0@ = 1@ // (float)
0@ *= 0.075
005B: 1@ += 0@ // (float)
if
1@ > 70.0
else_jump @FIRE_489
1@ = 70.0

:FIRE_489
if
00E1: player 0 pressed_key 14
else_jump @FIRE_563
0087: 0@ = 1@ // (float)
0@ *= 0.075
0063: 1@ -= 0@ // (float)
if
1.0 > 1@
else_jump @FIRE_563
1@ = 1.0

:FIRE_563
0A8C: write_memory 5310896 size 4 value 1@ virtual_protect 1
0A8C: write_memory 5310925 size 4 value 1@ virtual_protect 1
jump @FIRE_635

:FIRE_598
0801: get_camera_zoom_factor_to 1@ // float
0A8C: write_memory 5310896 size 4 value 15.0 virtual_protect 1
0A8C: write_memory 5310925 size 4 value 15.0 virtual_protect 1

:FIRE_635
02F6: 6@ = sine 1@ // (float)
02F7: 0@ = cosine 1@ // (float)
0073: 0@ /= 6@ // (float)
0@ *= 50.0
if
300.0 > 0@
else_jump @FIRE_700
0@ = 300.0

:FIRE_700
0A8C: write_memory 8753112 size 4 value 0@ virtual_protect 1
jump @FIRE_779

:FIRE_721
0A8C: write_memory 5310896 size 4 value 15.0 virtual_protect 1
0A8C: write_memory 5310925 size 4 value 15.0 virtual_protect 1
0A8C: write_memory 8753112 size 4 value 300.0 virtual_protect 1
1@ = 70.0

:FIRE_779
0A8D: 7@ = read_memory 12010640 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0

:FIRE_819
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
else_jump @FIRE_1481
005A: 6@ += 8@ // (int)
if
not Actor.Animation(6@) == "CRCKIDLE1"
else_jump @FIRE_1481
if
not Actor.Animation(6@) == "CRCKIDLE2"
else_jump @FIRE_1481
if
not Actor.Animation(6@) == "CRCKIDLE3"
else_jump @FIRE_1481
if
not Actor.Animation(6@) == "CRCKIDLE4"
else_jump @FIRE_1481
if
not Actor.Animation(6@) == "CUSTPL_DEAD1"
else_jump @FIRE_1481
if
not Actor.Animation(6@) == "CUSTPL_DEAD2"
else_jump @FIRE_1481
if
not Actor.Animation(6@) == "CUSTPL_DEAD3"
else_jump @FIRE_1481
if
051A: actor 6@ damaged_by_actor $PLAYER_ACTOR
else_jump @FIRE_1481
if
031D: actor 6@ hit_by_weapon 24
else_jump @FIRE_1114
jump @FIRE_1439

:FIRE_1114
if
031D: actor 6@ hit_by_weapon 25
else_jump @FIRE_1139
jump @FIRE_1439

:FIRE_1139
if
031D: actor 6@ hit_by_weapon 26
else_jump @FIRE_1164
jump @FIRE_1439

:FIRE_1164
if
031D: actor 6@ hit_by_weapon 27
else_jump @FIRE_1189
jump @FIRE_1439

:FIRE_1189
if
031D: actor 6@ hit_by_weapon 29
else_jump @FIRE_1214
jump @FIRE_1439

:FIRE_1214
if
031D: actor 6@ hit_by_weapon 30
else_jump @FIRE_1239
jump @FIRE_1439

:FIRE_1239
if
031D: actor 6@ hit_by_weapon 31
else_jump @FIRE_1264
jump @FIRE_1439

:FIRE_1264
if
031D: actor 6@ hit_by_weapon 33
else_jump @FIRE_1289
jump @FIRE_1439

:FIRE_1289
if
031D: actor 6@ hit_by_weapon 34
else_jump @FIRE_1314
jump @FIRE_1439

:FIRE_1314
if
031D: actor 6@ hit_by_weapon 38
else_jump @FIRE_1339
jump @FIRE_1439

:FIRE_1339
if
031D: actor 6@ hit_by_weapon 22
else_jump @FIRE_1364
jump @FIRE_1439

:FIRE_1364
if
031D: actor 6@ hit_by_weapon 23
else_jump @FIRE_1389
jump @FIRE_1439

:FIRE_1389
if
031D: actor 6@ hit_by_weapon 28
else_jump @FIRE_1414
jump @FIRE_1439

:FIRE_1414
if
031D: actor 6@ hit_by_weapon 32
else_jump @FIRE_1476
jump @FIRE_1439

:FIRE_1439
if and
89A8: not actor 6@ headshoted
803C: not $PLAYER_ACTOR == 6@ // (int)
else_jump @FIRE_1476
0467: clear_actor 6@ last_weapon_damage
0326: 26@ = create_actor 6@ fire

:FIRE_1476
0467: clear_actor 6@ last_weapon_damage

:FIRE_1481
8@ += 256
8@ > 35584
else_jump @FIRE_819
0A8D: 7@ = read_memory 12010644 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0

:FIRE_1546
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
else_jump @FIRE_1599
005A: 6@ += 8@ // (int)

:FIRE_1599
8@ += 256
8@ > 27904
else_jump @FIRE_1546
0A8D: 7@ = read_memory 12010652 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0

:FIRE_1662
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
else_jump @FIRE_1784
005A: 6@ += 8@ // (int)
if and
00FF: actor $PLAYER_ACTOR sphere 0 in_sphere 0.0 0.0 -100.0 radius 0.0 0.0 0.0 on_foot
08FF: object 6@ received_damage_type 34
else_jump @FIRE_1784
071F: set_object 6@ health_to 0
0723: break_object 6@ intensity 1

:FIRE_1784
8@ += 256
8@ > 89344
else_jump @FIRE_1662
2@ = 13141836
13@ = 0

:FIRE_1826
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
if
not 0@ == 0
else_jump @FIRE_2008
2@ += -12
0A8D: 0@ = read_memory 2@ size 4 virtual_protect 0
2@ += 12
if
0@ == 34
else_jump @FIRE_2001

:FIRE_1900
005B: 6@ += 9@ // (float)
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
095C: create_smoke_at 6@ 7@ 8@ velocity 0.0 0.0 0.0 RGBA 1.0 1.0 1.0 0.1 size 0.015 last_factor 0.1
0@ += 1
0@ > 9
else_jump @FIRE_1900

:FIRE_2001
jump @FIRE_2739

:FIRE_2008
if
08B9: test 12@ bit 13@
else_jump @FIRE_2731
2@ += -4
0A8D: 0@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 6@ = read_memory 12045188 size 4 virtual_protect 0
0093: 6@ = integer 6@ to_float
if
0025: 0@ > 6@ // (float)
else_jump @FIRE_2716
0A8C: write_memory 2@ size 1 value 1 virtual_protect 0
2@ += 4
0A8D: 6@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 8@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 9@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 10@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 11@ = read_memory 2@ size 4 virtual_protect 0
2@ += -24
0063: 6@ -= 9@ // (float)
0063: 7@ -= 10@ // (float)
0063: 8@ -= 11@ // (float)
9@ /= 100.0
10@ /= 100.0
11@ /= 100.0
0087: 3@ = 6@ // (float)
0087: 4@ = 7@ // (float)
0087: 5@ = 8@ // (float)
005B: 3@ += 9@ // (float)
005B: 4@ += 10@ // (float)
005B: 5@ += 11@ // (float)
0@ = 0

:FIRE_2335
if
86BD: not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 1 object 1 particle 0
else_jump @FIRE_2615
0@ = 0

:FIRE_2383
if
06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 1 object 1 particle 0
else_jump @FIRE_2495
2@ += 4
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0
2@ += 4
0A8C: write_memory 2@ size 4 value 4@ virtual_protect 0
2@ += 4
0A8C: write_memory 2@ size 4 value 5@ virtual_protect 0
2@ += -12
jump @FIRE_2608

:FIRE_2495
if
0@ == 99
else_jump @FIRE_2539
0A8C: write_memory 2@ size 1 value 0 virtual_protect 0
08C5: clear 12@ bit 13@
jump @FIRE_2608

:FIRE_2539
005B: 3@ += 9@ // (float)
005B: 4@ += 10@ // (float)
005B: 5@ += 11@ // (float)
005B: 6@ += 9@ // (float)
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
0@ += 1
0@ > 99
else_jump @FIRE_2383

:FIRE_2608
jump @FIRE_2709

:FIRE_2615
if
0@ == 99
else_jump @FIRE_2640
jump @FIRE_2709

:FIRE_2640
005B: 3@ += 9@ // (float)
005B: 4@ += 10@ // (float)
005B: 5@ += 11@ // (float)
005B: 6@ += 9@ // (float)
005B: 7@ += 10@ // (float)
005B: 8@ += 11@ // (float)
0@ += 1
0@ > 99
else_jump @FIRE_2335

:FIRE_2709
jump @FIRE_2724

:FIRE_2716
08C5: clear 12@ bit 13@

:FIRE_2724
jump @FIRE_2739

:FIRE_2731
08C5: clear 12@ bit 13@

:FIRE_2739
2@ += 44
13@ += 1
13@ > 7
else_jump @FIRE_1826
jump @FIRE_286

:FIRE_2774
$SPTITLE = 0
03E5: show_text_box 'CHEAT8' // Cheat deactivated
jump @FIRE_11



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5.11.2015, 18:13 -

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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