CLEO dismembering mod
Установите мод и получите ещё одну реалистичную возможность. Теперь людей может разорвать на части в буквальном смысле, если их взорвать. Да, в GTASA такое возможно. Теперь осталось реализовать отрыв конечностей, как это было в GTA3.
{$VERSION 3.1.1000}
{$CLEO .cs}
//-------------MAIN---------------
thread 'AMR'
wait 0
0A8C: write_memory 9867536 size 4 value 1095586304 virtual_protect 0
jump @AMR_2545
:AMR_38
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@
if
0.5 > 0@
else_jump @AMR_458
0801: get_camera_zoom_factor_to 6@ // float
if
15.0 >= 6@
else_jump @AMR_335
if
00E1: player 0 pressed_key 16
else_jump @AMR_226
0087: 0@ = 1@ // (float)
0@ *= 0.075
005B: 1@ += 0@ // (float)
if
1@ > 70.0
else_jump @AMR_226
1@ = 70.0
:AMR_226
if
00E1: player 0 pressed_key 14
else_jump @AMR_300
0087: 0@ = 1@ // (float)
0@ *= 0.075
0063: 1@ -= 0@ // (float)
if
1.0 > 1@
else_jump @AMR_300
1@ = 1.0
:AMR_300
0A8C: write_memory 5310896 size 4 value 1@ virtual_protect 1
0A8C: write_memory 5310925 size 4 value 1@ virtual_protect 1
jump @AMR_372
:AMR_335
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
:AMR_372
02F6: 6@ = sine 1@ // (float)
02F7: 0@ = cosine 1@ // (float)
0073: 0@ /= 6@ // (float)
0@ *= 50.0
if
300.0 > 0@
else_jump @AMR_437
0@ = 300.0
:AMR_437
0A8C: write_memory 8753112 size 4 value 0@ virtual_protect 1
jump @AMR_516
:AMR_458
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
:AMR_516
0A8D: 7@ = read_memory 12010640 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0
:AMR_556
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
else_jump @AMR_1252
005A: 6@ += 8@ // (int)
if
not Actor.Driving(6@)
else_jump @AMR_1252
if
not Actor.Animation(6@) == "FIXED_ANIM_1"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CRCKIDLE1"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CRCKIDLE2"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CRCKIDLE3"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CRCKIDLE4"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "SWEET_INJUREDLOOP"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "LAFIN_SWEET"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "KO_SHOT_STOM"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CUSTPL_DEAD1"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CUSTPL_DEAD2"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CUSTPL_DEAD3"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CAR_ROLLAUT_RHS"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "CAR_ROLLAUT_LHS"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "FLOOR_HIT"
else_jump @AMR_1252
if
not Actor.Animation(6@) == "FLOOR_HIT_F"
else_jump @AMR_1252
04C4: store_coords_to 21@ 22@ 23@ from_actor 6@ with_offset -8.0 8.0 -3.0
04C4: store_coords_to 28@ 30@ 31@ from_actor 6@ with_offset 8.0 -8.1 3.0
if
0356: explosion_type -1 in_cube_cornerA 21@ 22@ 23@ cornerB 28@ 30@ 31@
else_jump @AMR_1252
if and
Actor.Dead(6@)
803C: not $PLAYER_ACTOR == 6@ // (int)
else_jump @AMR_1252
083D: get_actor 6@ velocity_in_direction_XYZ 28@ 30@ 31@
0665: get_actor 6@ model_to 27@
25@ = Actor.Angle(6@)
Actor.StorePos(6@, 21@, 22@, 23@)
gosub @AMR_2570
Actor.DestroyInstantly(6@)
wait 0
0085: 6@ = 19@ // (int)
:AMR_1252
8@ += 256
8@ > 35584
else_jump @AMR_556
0A8D: 7@ = read_memory 12010644 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0
:AMR_1317
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
else_jump @AMR_1370
005A: 6@ += 8@ // (int)
:AMR_1370
8@ += 256
8@ > 27904
else_jump @AMR_1317
0A8D: 7@ = read_memory 12010652 size 4 virtual_protect 0
7@ += 4
0A8D: 7@ = read_memory 7@ size 4 virtual_protect 0
8@ = 0
:AMR_1433
0A8D: 6@ = read_memory 7@ size 1 virtual_protect 0
7@ += 1
if and
6@ >= 0
128 > 6@
else_jump @AMR_1555
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 @AMR_1555
071F: set_object 6@ health_to 0
0723: break_object 6@ intensity 1
:AMR_1555
8@ += 256
8@ > 89344
else_jump @AMR_1433
2@ = 13141836
13@ = 0
:AMR_1597
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
if
not 0@ == 0
else_jump @AMR_1779
2@ += -12
0A8D: 0@ = read_memory 2@ size 4 virtual_protect 0
2@ += 12
if
0@ == 34
else_jump @AMR_1772
:AMR_1671
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 @AMR_1671
:AMR_1772
jump @AMR_2510
:AMR_1779
if
08B9: test 12@ bit 13@
else_jump @AMR_2502
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 @AMR_2487
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
:AMR_2106
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 @AMR_2386
0@ = 0
:AMR_2154
if
06BD: no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 1 actor 1 object 1 particle 0
else_jump @AMR_2266
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 @AMR_2379
:AMR_2266
if
0@ == 99
else_jump @AMR_2310
0A8C: write_memory 2@ size 1 value 0 virtual_protect 0
08C5: clear 12@ bit 13@
jump @AMR_2379
:AMR_2310
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 @AMR_2154
:AMR_2379
jump @AMR_2480
:AMR_2386
if
0@ == 99
else_jump @AMR_2411
jump @AMR_2480
:AMR_2411
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 @AMR_2106
:AMR_2480
jump @AMR_2495
:AMR_2487
08C5: clear 12@ bit 13@
:AMR_2495
jump @AMR_2510
:AMR_2502
08C5: clear 12@ bit 13@
:AMR_2510
2@ += 44
13@ += 1
13@ > 7
else_jump @AMR_1597
jump @AMR_38
:AMR_2545
0A8C: write_memory 9867536 size 4 value 1095586304 virtual_protect 0
jump @AMR_38
return
:AMR_2570
Model.Load(27@)
:AMR_2575
wait 0
if
Model.Available(27@)
else_jump @AMR_2575
19@ = Actor.Create(Gang2, 27@, 21@, 22@, 23@)
Actor.Angle(19@) = 25@
0337: set_actor 19@ visibility 0
jump @AMR_2671
077E: get_active_interior_to 29@
if
not 29@ == 0
else_jump @AMR_2671
0860: link_actor 19@ to_interior 29@
wait 0
:AMR_2671
02A9: set_actor 19@ immune_to_nonplayer 1
0568: set_actor 19@ untargetable 1
0829: actor 19@ perform_animation "FLOOR_HIT" IFP_file "PED" 4.0 time -1 and_dies
0393: actor 19@ perform_animation "FLOOR_HIT" at 100000.0 times_normal_rate
0612: set_actor 19@ animation "FLOOR_HIT" paused 0
0614: set_actor 19@ animation "FLOOR_HIT" progress_to 1.0 // 0.0 to 1.0
04C4: store_coords_to 21@ 22@ 23@ from_actor 19@ with_offset 0.0 0.0 -1.0
Actor.PutAt(19@, 21@, 22@, 23@)
095C: create_smoke_at 21@ 22@ 23@ velocity 0.0 0.0 0.0 RGBA 0.75 0.0 0.0 1.0 size 0.06 last_factor 0.1
15@ = Object.Create(2907, 21@, 22@, 23@)
0453: set_object 15@ XYZ_rotation -90.0 0.0 25@
04D9: object 15@ set_scripted_collision_check 1
Object.CollisionDetection(15@) = True
Object.ToggleInMovingList(15@) = True
0906: set_object 15@ mass_to 0.5 // float
0908: set_object 15@ turn_mass_to 0.5 // float
Object.Throw(15@, 28@, 30@, 31@)
21@ += -0.2
16@ = Object.Create(2906, 21@, 22@, 23@)
0453: set_object 16@ XYZ_rotation -90.0 90.0 25@
04D9: object 16@ set_scripted_collision_check 1
Object.CollisionDetection(16@) = True
Object.ToggleInMovingList(16@) = True
0906: set_object 16@ mass_to 0.5 // float
0908: set_object 16@ turn_mass_to 0.5 // float
Object.Throw(16@, 28@, 30@, 31@)
23@ += 0.4
17@ = Object.Create(1582, 21@, 22@, 23@)
0750: set_object 17@ visibility 0
$GUN = Object.Create(2906, 10@, 11@, 12@)
069A: attach_object $GUN to_object 17@ with_offset 0.0 0.0 0.0 rotation 0.0 180.0 180.0
Object.CollisionDetection(17@) = True
Object.ToggleInMovingList(17@) = True
0906: set_object 17@ mass_to 70.0 // float
0908: set_object 17@ turn_mass_to 700.0 // float
071F: set_object 17@ health_to 999999999
Object.SetImmunities(17@, 1, 1, 1, 1, 1)
Object.Throw(17@, 28@, 30@, 31@)
21@ += 0.4
18@ = Object.Create(1582, 21@, 22@, 23@)
0750: set_object 18@ visibility 0
$GUN2 = Object.Create(2906, 10@, 11@, 12@)
069A: attach_object $GUN2 to_object 18@ with_offset 0.0 0.0 0.0 rotation 0.0 180.0 0.0
Object.CollisionDetection(18@) = True
Object.ToggleInMovingList(18@) = True
0906: set_object 18@ mass_to 70.0 // float
0908: set_object 18@ turn_mass_to 700.0 // float
071F: set_object 18@ health_to 999999999
Object.SetImmunities(18@, 1, 1, 1, 1, 1)
Object.Throw(18@, 28@, 30@, 31@)
Model.Destroy(27@)
Actor.RemoveReferences(19@)
Object.KeepInMemory(15@) = False
Object.KeepInMemory(16@) = False
Object.KeepInMemory(17@) = False
Object.KeepInMemory(18@) = False
Object.KeepInMemory($GUN) = False
Object.KeepInMemory($GUN2) = False
Object.RemoveReferences($GUN)
Object.RemoveReferences($GUN2)
Object.RemoveReferences(15@)
Object.RemoveReferences(16@)
Object.RemoveReferences(17@)
Object.RemoveReferences(18@)
return
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5.11.2015, 18:39 -
Категория: Grand Theft Auto: San Andreas » Скрипты для Grand Theft Auto: San Andreas » CLEO скрипты для Grand Theft Auto: San Andreas