Napisano dnia: 2013-03-27 12:22:34
Siemanko
(cleo 4.2a) mam problem z Back-fire skryptem(nie mojego autorstwa), po wejściu do auta po prostu crashuje, po zdekompilowaniu wygląda to tak:
czyli problemem jest :IFLAME_351. Niestety nie wiem jakich obliczeń użyć aby wystrzał był tuż za rurą wydechową. Jak to naprawić?
I drugie pytanie: przez ile przemnożyć 3@ aby wyszło w kilometrach. ( tak, wiem to float)
(cleo 4.2a) mam problem z Back-fire skryptem(nie mojego autorstwa), po wejściu do auta po prostu crashuje, po zdekompilowaniu wygląda to tak:
Kod:
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
thread 'IFLAME'
:IFLAME_11
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @IFLAME_11
if
Actor.Driving($PLAYER_ACTOR)
jf @IFLAME_11
if and
84A9: not actor $PLAYER_ACTOR driving_heli
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
84A7: not actor $PLAYER_ACTOR driving_boat
89AE: not actor $PLAYER_ACTOR driving_train
jf @IFLAME_11
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
jf @IFLAME_11
03C0: 0@ = actor $PLAYER_ACTOR car
0AB1: call_scm_func @IFLAME_351 1 0@ 1@ 2@ 3@
2@ -= 0.1
0AB8: get_vehicle 0@ current_gear_to 11@
:IFLAME_169
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @IFLAME_339
if
Actor.Driving($PLAYER_ACTOR)
jf @IFLAME_339
0AB8: get_vehicle 0@ current_gear_to 12@
if
803B: not 11@ == 12@ // (int)
jf @IFLAME_169
0AB8: get_vehicle 0@ current_gear_to 11@
if
12@ > 1
jf @IFLAME_169
066C: 7@ = attach_particle "GUNFLASH" to_car 0@ with_offset 1@ 2@ 3@ rotation 0.0 -25.0 0.0 flag 1
064F: remove_references_to_particle 7@
018C: play_sound 1131 at 0.0 0.0 0.0
wait 500
jump @IFLAME_169
:IFLAME_339
Car.RemoveReferences(0@)
jump @IFLAME_11
:IFLAME_351
0A97: 0@ = car 0@ struct
0@ += 34
0A8D: 0@ = read_memory 0@ size 2 virtual_protect 0
0@ *= 4
0@ += 11120840
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 92
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 72
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0AB2: ret 3 1@ 2@ 3@
{$VERSION 3.1.0027}
{$CLEO .cs}
//-------------MAIN---------------
thread 'IFLAME'
:IFLAME_11
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @IFLAME_11
if
Actor.Driving($PLAYER_ACTOR)
jf @IFLAME_11
if and
84A9: not actor $PLAYER_ACTOR driving_heli
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
84A7: not actor $PLAYER_ACTOR driving_boat
89AE: not actor $PLAYER_ACTOR driving_train
jf @IFLAME_11
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #VORTEX)
jf @IFLAME_11
03C0: 0@ = actor $PLAYER_ACTOR car
0AB1: call_scm_func @IFLAME_351 1 0@ 1@ 2@ 3@
2@ -= 0.1
0AB8: get_vehicle 0@ current_gear_to 11@
:IFLAME_169
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @IFLAME_339
if
Actor.Driving($PLAYER_ACTOR)
jf @IFLAME_339
0AB8: get_vehicle 0@ current_gear_to 12@
if
803B: not 11@ == 12@ // (int)
jf @IFLAME_169
0AB8: get_vehicle 0@ current_gear_to 11@
if
12@ > 1
jf @IFLAME_169
066C: 7@ = attach_particle "GUNFLASH" to_car 0@ with_offset 1@ 2@ 3@ rotation 0.0 -25.0 0.0 flag 1
064F: remove_references_to_particle 7@
018C: play_sound 1131 at 0.0 0.0 0.0
wait 500
jump @IFLAME_169
:IFLAME_339
Car.RemoveReferences(0@)
jump @IFLAME_11
:IFLAME_351
0A97: 0@ = car 0@ struct
0@ += 34
0A8D: 0@ = read_memory 0@ size 2 virtual_protect 0
0@ *= 4
0@ += 11120840
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 92
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 72
0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
0AB2: ret 3 1@ 2@ 3@
czyli problemem jest :IFLAME_351. Niestety nie wiem jakich obliczeń użyć aby wystrzał był tuż za rurą wydechową. Jak to naprawić?
I drugie pytanie: przez ile przemnożyć 3@ aby wyszło w kilometrach. ( tak, wiem to float)
Kod: