CLEO Push mod v1.5

Еще давно вышел мод "толкания прохожих" но выглядел он совсем убого и был не играбельтным! И теперь сделан новый мод.
То как игрок толкнет прохожего зависит его реакция на это, смотрим в игре!

{$VERSION 3.1.1000}
{$CLEO .cs}

//-------------MAIN---------------
thread 'PUSH'
0A8C: write_memory 9867536 size 4 value 1095586304 virtual_protect 0
jump @PUSH_5091

:PUSH_34
wait 0
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@
0A8D: 7@ = read_memory 12010640 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0

:PUSH_141
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
jf @PUSH_3798
005A: 6@ += 8@ // (int)
if
not Actor.Driving(6@)
jf @PUSH_3798
if
not Actor.Animation(6@) == "EV_DIVE"
jf @PUSH_3798
if
not Actor.Animation(6@) == "EV_STEP"
jf @PUSH_3798
if
not Actor.Animation(6@) == "FLOOR_HIT_F"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CRCKIDLE1"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CRCKIDLE2"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CRCKIDLE3"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CRCKIDLE4"
jf @PUSH_3798
if
not Actor.Animation(6@) == "SWEET_INJUREDLOOP"
jf @PUSH_3798
if
not Actor.Animation(6@) == "LAFIN_SWEET"
jf @PUSH_3798
if
not Actor.Animation(6@) == "KO_SHOT_STOM"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CUSTPL_DEAD1"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CUSTPL_DEAD2"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CUSTPL_DEAD3"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CAR_ROLLAUT_RHS"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CAR_ROLLAUT_LHS"
jf @PUSH_3798
if
not Actor.Animation(6@) == "FLOOR_HIT"
jf @PUSH_3798
if
not Actor.Animation(6@) == "FLOOR_HIT_F"
jf @PUSH_3798
if
not Actor.Animation(6@) == "KO_SKID_BACK"
jf @PUSH_3798
if
not Actor.Animation(6@) == "KO_SKID_FRONT"
jf @PUSH_3798
if
not Actor.Animation(6@) == "KO_SPIN_L"
jf @PUSH_3798
if
not Actor.Animation(6@) == "KO_SPIN_R"
jf @PUSH_3798
if
not Actor.Animation(6@) == "DUCK_COWER"
jf @PUSH_3798
if
not Actor.Animation(6@) == "SEAT_DOWN"
jf @PUSH_3798
if
not Actor.Animation(6@) == "GETUP_FRONT"
jf @PUSH_3798
if
not Actor.Animation(6@) == "GETUP"
jf @PUSH_3798
if
not Actor.Animation(6@) == "FIGHTIDLE"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CROUCH_ROLL_R"
jf @PUSH_3798
if
not Actor.Animation(6@) == "CROUCH_ROLL_L"
jf @PUSH_3798
if
not Actor.Animation(6@) == "FIGHTA_BLOCK"
jf @PUSH_3798
if
not Actor.Animation(6@) == "HIT_L"
jf @PUSH_3798
if
not Actor.Animation(6@) == "HIT_R"
jf @PUSH_3798
if
not Actor.Animation(6@) == "HIT_WALL"
jf @PUSH_3798
if
not Actor.Animation(6@) == "HIT_BACK"
jf @PUSH_3798
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.7 0.5
if and
80FF: not actor 6@ sphere 0 in_sphere 20@ 21@ 22@ radius 1.0 1.0 2.0 on_foot
803C: not $PLAYER_ACTOR == 6@ // (int)
0A1B: actor 6@ colliding_with_actor $PLAYER_ACTOR
8818: not actor 6@ in_air
89A8: not actor 6@ headshoted
not Actor.Stopped($PLAYER_ACTOR)
82E0: not actor 6@ firing_weapon
jf @PUSH_3798
if or
074F: actor 6@ ped_event == 50
074F: actor 6@ ped_event == 51
074F: actor 6@ ped_event == 25
074F: actor 6@ ped_event == 26
074F: actor 6@ ped_event == 58
074F: actor 6@ ped_event == 59
jf @PUSH_1309
jump @PUSH_3798

:PUSH_1309
0A96: 1@ = actor $PLAYER_ACTOR struct
1@ += 1332
0A8D: 28@ = read_memory 1@ size 4 virtual_protect 0
if
not 28@ == 0
jf @PUSH_3798
if
not 28@ == 1
jf @PUSH_3798
if
not 28@ == 7
jf @PUSH_1398
jump @PUSH_2731

:PUSH_1398
21@ = Actor.Angle($PLAYER_ACTOR)
22@ = Actor.Angle(6@)
0063: 21@ -= 22@ // (float)
0656: get_angle 21@ absolute_degrees_to 21@
if or
21@ > 315.0
45.0 > 21@
jf @PUSH_1743
Actor.StorePos(6@, 15@, 16@, 17@)
0851: set_actor 6@ decrease_health_by 2 affect_armour 1
if
03A3: actor 6@ male
jf @PUSH_1618
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "KO_SKID_BACK" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time 28@
0605: actor -1 perform_animation "GETUP" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@
jump @PUSH_1743

:PUSH_1618
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "KO_SKID_BACK" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time 28@
0605: actor -1 perform_animation "GETUP" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05DC: AS_actor -1 run_away_from_point 15@ 16@ 17@ stop_at_radius 30.0 timelimit 8000
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@

:PUSH_1743
if and
21@ > 135.0
225.0 > 21@
jf @PUSH_2051
Actor.StorePos(6@, 15@, 16@, 17@)
0851: set_actor 6@ decrease_health_by 2 affect_armour 1
if
03A3: actor 6@ male
jf @PUSH_1925
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "KO_SKID_FRONT" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time 28@
0605: actor -1 perform_animation "GETUP" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@
jump @PUSH_2051

:PUSH_1925
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "KO_SKID_FRONT" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time 28@
0605: actor -1 perform_animation "GETUP" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05DC: AS_actor -1 run_away_from_point 15@ 16@ 17@ stop_at_radius 30.0 timelimit 8000
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@

:PUSH_2051
if and
21@ > 45.0
135.0 > 21@
jf @PUSH_2344
Actor.StorePos(6@, 15@, 16@, 17@)
0851: set_actor 6@ decrease_health_by 2 affect_armour 1
if
03A3: actor 6@ male
jf @PUSH_2236
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "KO_SPIN_L" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time 28@
0605: actor -1 perform_animation "GETUP" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@
jump @PUSH_2344

:PUSH_2236
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "KO_SPIN_L" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time 28@
0605: actor -1 perform_animation "GETUP" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05C5: AS_actor -1 cower 8000 ms
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@

:PUSH_2344
if and
21@ > 225.0
315.0 > 21@
jf @PUSH_2651
Actor.StorePos(6@, 15@, 16@, 17@)
0851: set_actor 6@ decrease_health_by 2 affect_armour 1
if
03A3: actor 6@ male
jf @PUSH_2529
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "KO_SPIN_R" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time 28@
0605: actor -1 perform_animation "GETUP" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05E2: AS_actor -1 kill_actor $PLAYER_ACTOR
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@
jump @PUSH_2651

:PUSH_2529
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "KO_SPIN_R" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time 28@
0605: actor -1 perform_animation "GETUP" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
05DC: AS_actor -1 run_away_from_point 15@ 16@ 17@ stop_at_radius 30.0 timelimit 8000
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@

:PUSH_2651
if or
Actor.Model(6@) == #LVPD1
Actor.Model(6@) == #SFPD1
Actor.Model(6@) == #LAPD1
Actor.Model(6@) == #SWAT
Actor.Model(6@) == #ARMY
Actor.Model(6@) == #LAFD1
jf @PUSH_2724
Player.SetMinWantedLevel($PLAYER_CHAR, 1)
jump @PUSH_2724

:PUSH_2724
jump @PUSH_3798

:PUSH_2731
21@ = Actor.Angle($PLAYER_ACTOR)
22@ = Actor.Angle(6@)
0063: 21@ -= 22@ // (float)
0656: get_angle 21@ absolute_degrees_to 21@
if or
21@ > 315.0
45.0 > 21@
jf @PUSH_3008
Actor.StorePos(6@, 15@, 16@, 17@)
0851: set_actor 6@ decrease_health_by 1 affect_armour 1
if
03A3: actor 6@ male
jf @PUSH_2919
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "HIT_BACK" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
0677: AS_actor -1 chat_with_actor $PLAYER_ACTOR lead_speaker_flag 1 unknown_flag 1
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@
jump @PUSH_3008

:PUSH_2919
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "HIT_BACK" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
05DC: AS_actor -1 run_away_from_point 15@ 16@ 17@ stop_at_radius 30.0 timelimit 8000
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@

:PUSH_3008
if and
21@ > 135.0
225.0 > 21@
jf @PUSH_3273
Actor.StorePos(6@, 15@, 16@, 17@)
0851: set_actor 6@ decrease_health_by 1 affect_armour 1
if
03A3: actor 6@ male
jf @PUSH_3184
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "HIT_WALL" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@
jump @PUSH_3273

:PUSH_3184
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "HIT_WALL" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
05DC: AS_actor -1 run_away_from_point 15@ 16@ 17@ stop_at_radius 30.0 timelimit 8000
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@

:PUSH_3273
if and
21@ > 45.0
135.0 > 21@
jf @PUSH_3532
Actor.StorePos(6@, 15@, 16@, 17@)
0851: set_actor 6@ decrease_health_by 1 affect_armour 1
if
03A3: actor 6@ male
jf @PUSH_3446
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "HIT_L" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@
jump @PUSH_3532

:PUSH_3446
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "HIT_L" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
05DC: AS_actor -1 run_away_from_point 15@ 16@ 17@ stop_at_radius 30.0 timelimit 8000
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@

:PUSH_3532
if and
21@ > 225.0
315.0 > 21@
jf @PUSH_3791
Actor.StorePos(6@, 15@, 16@, 17@)
0851: set_actor 6@ decrease_health_by 1 affect_armour 1
if
03A3: actor 6@ male
jf @PUSH_3705
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "HIT_R" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
0605: actor -1 perform_animation "FUCKU" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@
jump @PUSH_3791

:PUSH_3705
0209: 28@ = random_int_in_ranges 4000 6000
0615: define_AS_pack_begin 18@
0605: actor -1 perform_animation "HIT_R" IFP "PED" framedelta 4.0 loop 0 lockX 1 lockY 1 lockF 1 time -1
05DC: AS_actor -1 run_away_from_point 15@ 16@ 17@ stop_at_radius 30.0 timelimit 8000
0616: define_AS_pack_end 18@
0618: assign_actor 6@ to_AS_pack 18@
061B: remove_references_to_AS_pack 18@

:PUSH_3791
jump @PUSH_3798

:PUSH_3798
8@ += 256
8@ > 35584
jf @PUSH_141
0A8D: 7@ = read_memory 12010644 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0

:PUSH_3863
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
jf @PUSH_3916
005A: 6@ += 8@ // (int)

:PUSH_3916
8@ += 256
8@ > 27904
jf @PUSH_3863
0A8D: 7@ = read_memory 12010652 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0

:PUSH_3979
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
jf @PUSH_4101
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
jf @PUSH_4101
071F: set_object 6@ health_to 0
0723: break_object 6@ intensity 1

:PUSH_4101
8@ += 256
8@ > 89344
jf @PUSH_3979
2@ = 13141836
13@ = 0

:PUSH_4143
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
if
not 0@ == 0
jf @PUSH_4325
2@ += -12
0A8D: 0@ = read_memory 2@ size 4 virtual_protect 0
2@ += 12
if
0@ == 34
jf @PUSH_4318

:PUSH_4217
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
jf @PUSH_4217

:PUSH_4318
jump @PUSH_5056

:PUSH_4325
if
08B9: test 12@ bit 13@
jf @PUSH_5048
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)
jf @PUSH_5033
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

:PUSH_4652
if
86BD: not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 1 object 1 particle 0
jf @PUSH_4932
0@ = 0

:PUSH_4700
if
06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 1 object 1 particle 0
jf @PUSH_4812
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 @PUSH_4925

:PUSH_4812
if
0@ == 99
jf @PUSH_4856
0A8C: write_memory 2@ size 1 value 0 virtual_protect 0
08C5: clear 12@ bit 13@
jump @PUSH_4925

:PUSH_4856
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
jf @PUSH_4700

:PUSH_4925
jump @PUSH_5026

:PUSH_4932
if
0@ == 99
jf @PUSH_4957
jump @PUSH_5026

:PUSH_4957
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
jf @PUSH_4652

:PUSH_5026
jump @PUSH_5041

:PUSH_5033
08C5: clear 12@ bit 13@

:PUSH_5041
jump @PUSH_5056

:PUSH_5048
08C5: clear 12@ bit 13@

:PUSH_5056
2@ += 44
13@ += 1
13@ > 7
jf @PUSH_4143
jump @PUSH_34

:PUSH_5091
0A8C: write_memory 9867536 size 4 value 1095586304 virtual_protect 0
jump @PUSH_34



Просмотров: 348
5.11.2015, 18:29 -

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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