Napisano dnia: 2011-02-07 14:26:57
Witam mam problem, mianowicie ściagnełem fajny licznik, ale nie znam się na cleo, ponieważ chciałbym usunąć licznik paliwa, albo zrobić tak, żeby nie działał, żeby paliwo sie nie kończyło. Licznik pobrałem stąd: http://modbase.pl/index.php?option=com_jdownloads&Itemid=94&task=view.download&catid=82&cid=642
Tutaj macie kod źródłowy pliku.
Proszę o pomoc jeżeli by ktoś umiał to edytować tak jak proszę to proszę tutaj napisać XD
Ps. Chcę tylko sam licznik [ prędkościomierz]
Tutaj macie kod źródłowy pliku.
Kod:
0000: NOP
:NONAME_2
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @NONAME_2
if and
Actor.Driving($PLAYER_ACTOR)
$ONMISSION == 0
else_jump @NONAME_2
if and
84A7: not actor $PLAYER_ACTOR driving_boat
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
89AE: not actor $PLAYER_ACTOR driving_train
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @NONAME_2574
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_2
03C0: 8@ = actor $PLAYER_ACTOR car
046C: 26@ = car 8@ driver
if
003B: 26@ == $PLAYER_ACTOR // (int)
else_jump @NONAME_2
0391: release_txd_dictionary
0390: load_txd_dictionary \"GASOLINE\"
038F: load_texture \"SCALEF\" as 1 // Load dictionary with 0390 first
038F: load_texture \"SCALEE\" as 2 // Load dictionary with 0390 first
038F: load_texture \"ARROW\" as 3 // Load dictionary with 0390 first
038F: load_texture \"LOCK\" as 4 // Load dictionary with 0390 first
038F: load_texture \"SPEEDOM\" as 5 // Load dictionary with 0390 first
038F: load_texture \"STRELK\" as 6 // Load dictionary with 0390 first
038F: load_texture \"ARROWN\" as 7 // Load dictionary with 0390 first
038F: load_texture \"NITRO\" as 8 // Load dictionary with 0390 first
wait 250
0AB3: var 2 = 0
0A92: create_custom_thread \"ASSET_RADAR.ARD\"
gosub @NONAME_1955
if
88B7: not test 12@ bit 1
else_jump @NONAME_347
0099: 10@ = random_int_in_ranges_0_to_32767
08BD: set 12@ bit 1
0A8C: write_memory 11@ size 1 value 12@ virtual_protect 0
jump @NONAME_374
:NONAME_347
0A97: 22@ = car 8@ struct
22@ += 5
0A8D: 10@ = read_memory 22@ size 4 virtual_protect 0
:NONAME_374
wait 0
0A8D: 28@ = read_memory 11989093 size 1 virtual_protect 0
if
not 28@ == 1
else_jump @NONAME_1720
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_1819
if
$ONMISSION == 0
else_jump @NONAME_1819
if
Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_1720
gosub @NONAME_1984
if
10@ > 0
else_jump @NONAME_1848
02E3: 9@ = car 8@ speed
if
9@ == 0.0
else_jump @NONAME_531
jump @NONAME_1720
:NONAME_531
0AB4: 30@ = var 0
if
30@ == 0
else_jump @NONAME_773
if and
45.0 > 9@
9@ > 1.0
else_jump @NONAME_594
10@ -= 1
:NONAME_594
if
81F3: not car 8@ in_air
else_jump @NONAME_766
if and
9@ > 45.0
85.0 > 9@
else_jump @NONAME_648
10@ -= 2
:NONAME_648
if and
9@ > 85.0
110.0 > 9@
else_jump @NONAME_686
10@ -= 3
:NONAME_686
if and
9@ > 110.0
140.0 > 9@
else_jump @NONAME_731
10@ -= 4
jump @NONAME_773
:NONAME_731
if
9@ > 140.0
else_jump @NONAME_773
10@ -= 5
jump @NONAME_773
:NONAME_766
10@ -= 1
:NONAME_773
if and
8100: not actor $PLAYER_ACTOR in_sphere 1944.852 -1769.554 13.0125 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 2209.816 2481.934 10.8203 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 604.8804 1705.273 6.541 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -2414.49 982.081 45.2969 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -2244.623 -2561.828 31.9219 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -1327.512 2678.107 50.0625 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -95.1488 -1174.303 1.9281 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -1679.982 408.9051 7.2365 radius 1.5 1.5 3.0 sphere 0 in_car
else_jump @NONAME_1394
if and
8100: not actor $PLAYER_ACTOR in_sphere 652.03 -571.34 16.34 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -1605.897 -2714.252 48.5335 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -1471.48 1864.31 32.64 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 1596.5 2199.1 10.83 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 2145.9 2748.16 10.83 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 2642.11 1106.53 10.83 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 2117.42 920.42 10.83 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 1381.68 456.26 19.91 radius 1.5 1.5 3.0 sphere 0 in_car
else_jump @NONAME_1394
jump @NONAME_1720
:NONAME_1394
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_1819
if
$ONMISSION == 0
else_jump @NONAME_1819
if
29000 > 10@
else_jump @NONAME_1720
if
Player.Money($PLAYER_CHAR) > 0
else_jump @NONAME_1932
31@ = Player.Money($PLAYER_CHAR)
wait 150
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
07CC: set_player $PLAYER_CHAR button_15 0
24@ = 0
Car.LockInCurrentPosition(8@) = True
Player.CanMove($PLAYER_CHAR) = False
:NONAME_1520
wait 0
31@ = Player.Money($PLAYER_CHAR)
0062: 31@ -= 24@ // (int)
if
not 1 > 31@
else_jump @NONAME_1909
if
29700 >= 10@
else_jump @NONAME_1663
if
$ONMISSION == 0
else_jump @NONAME_1819
if
Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_1819
gosub @NONAME_1984
10@ += 300
097A: play_audio_at 0.0 0.0 0.0 event 1133
24@ += 1
jump @NONAME_1520
:NONAME_1663
24@ *= -1
Player.Money($PLAYER_CHAR) += 24@
036A: put_actor $PLAYER_ACTOR in_car 8@
Car.LockInCurrentPosition(8@) = False
Player.CanMove($PLAYER_CHAR) = True
07CC: set_player $PLAYER_CHAR button_15 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
0AB3: var 0 = 0
:NONAME_1720
if or
Actor.Dead($PLAYER_ACTOR)
Car.Wrecked(8@)
else_jump @NONAME_1755
08C3: clear 12@ bit 1
jump @NONAME_1823
:NONAME_1755
0A97: 22@ = car 8@ struct
22@ += 5
0A8C: write_memory 22@ size 4 value 10@ virtual_protect 0
if
$ONMISSION == 0
else_jump @NONAME_1819
if
not Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_374
:NONAME_1819
wait 0
:NONAME_1823
0AB3: var 2 = 1
08C3: clear 12@ bit 1
wait 1250
jump @NONAME_2
:NONAME_1848
10@ = 0
if
047A: actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_1889
02D4: car 8@ turn_off_engine
0AB3: var 0 = 1
jump @NONAME_773
:NONAME_1889
0918: unknown_car 8@ driver_flag 0
0AB3: var 0 = 1
jump @NONAME_773
:NONAME_1909
00BC: show_text_highpriority GXT \'GA_3\' time 3000 flag 1 // No more freebies~n~$100 to respray!
jump @NONAME_1663
:NONAME_1932
00BC: show_text_highpriority GXT \'NOMONEY\' time 3000 flag 1 // ~s~You need more cash!
jump @NONAME_1720
:NONAME_1955
0A97: 11@ = car 8@ struct
11@ += 4
0A8D: 12@ = read_memory 11@ size 1 virtual_protect 0
return
:NONAME_1984
0AB4: 3@ = var 3
0AB4: 4@ = var 4
if
4@ > 0
else_jump @NONAME_2149
0093: 5@ = integer 4@ to_float
5@ += 108.6
03F0: enable_text_draw 0
033F: set_text_draw_letter_size 0.3 1.0
045A: draw_text_1number 209.05 356.333 GXT \'NUMBER\' number 3@ // ~1~
038D: draw_texture 8 position 213.5 339.0 size 128.0 111.0 RGBA 255 255 255 255
074B: draw_texture 7 position 213.5 339.0 scale 128.0 128.0 angle 5@ color_RGBA 255 255 255 255
:NONAME_2149
02E3: 23@ = car 8@ speed
23@ *= 3.6
0092: 27@ = float 23@ to_integer
23@ += 54.0
03E3: set_texture_to_be_drawn_antialiased 1
033F: set_text_draw_letter_size 0.0 0.0
045A: draw_text_1number 535.5 425.4 GXT \'NUMBER\' number 27@ // ~1~
038D: draw_texture 5 position 506.5 385.0 size 242.5 218.0 RGBA 255 255 255 255
074B: draw_texture 6 position 548.0 379.0 scale 241.0 205.0 angle 23@ color_RGBA 255 255 255 255
if
10@ > 5000
else_jump @NONAME_2366
03F0: enable_text_draw 1
038D: draw_texture 1 position 414.0 414.0 size 65.5 53.5 RGBA 255 255 255 255
jump @NONAME_2425
:NONAME_2366
if
5000 > 10@
else_jump @NONAME_2425
03F0: enable_text_draw 1
038D: draw_texture 2 position 414.0 414.0 size 65.5 53.5 RGBA 255 255 255 255
:NONAME_2425
0093: 25@ = integer 10@ to_float
25@ /= 500.0
25@ *= 2.3
25@ += 108.6
03F0: enable_text_draw 1
074B: draw_texture 3 position 438.5 412.0 scale 109.0 109.0 angle 25@ color_RGBA 255 255 255 255
09B3: get_car 8@ door_status 21@
if
not 21@ == 1
else_jump @NONAME_2572
03F0: enable_text_draw 1
038D: draw_texture 4 position 459.0 432.3 size 14.0 14.0 RGBA 255 255 255 255
:NONAME_2572
return
:NONAME_2574
wait 0
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_2
if
Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2
if and
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
$ONMISSION == 0
else_jump @NONAME_2
03C0: 8@ = actor $PLAYER_ACTOR car
046C: 26@ = car 8@ driver
if
003B: 26@ == $PLAYER_ACTOR // (int)
else_jump @NONAME_2
0391: release_txd_dictionary
0390: load_txd_dictionary \"GASOLINE\"
038F: load_texture \"SPEEDOM\" as 1 // Load dictionary with 0390 first
038F: load_texture \"STRELK\" as 2 // Load dictionary with 0390 first
:NONAME_2738
wait 0
0A8D: 28@ = read_memory 11989093 size 1 virtual_protect 0
if
not 28@ == 1
else_jump @NONAME_3003
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_3068
if
$ONMISSION == 0
else_jump @NONAME_3068
if
Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_3068
03F0: enable_text_draw 0
02E3: 23@ = car 8@ speed
23@ *= 3.56
0092: 27@ = float 23@ to_integer
23@ += 68.0
0340: set_text_draw_RGBA 180 180 180 255
033F: set_text_draw_letter_size 0.0 0.0
045A: draw_text_1number 940.5 830.4 GXT \'NUMBER\' number 27@ // ~1~
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 1 position 506.5 385.0 size 242.5 206.0 RGBA 255 255 255 255
074B: draw_texture 2 position 550.5 385.0 scale 242.5 206.0 angle 23@ color_RGBA 255 255 255 255
:NONAME_3003
if or
Actor.Dead($PLAYER_ACTOR)
Car.Wrecked(8@)
else_jump @NONAME_3031
jump @NONAME_3068
:NONAME_3031
if
$ONMISSION == 0
else_jump @NONAME_3068
if
not Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_2738
:NONAME_3068
wait 1250
jump @NONAME_2
:NONAME_2
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @NONAME_2
if and
Actor.Driving($PLAYER_ACTOR)
$ONMISSION == 0
else_jump @NONAME_2
if and
84A7: not actor $PLAYER_ACTOR driving_boat
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
89AE: not actor $PLAYER_ACTOR driving_train
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @NONAME_2574
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_2
03C0: 8@ = actor $PLAYER_ACTOR car
046C: 26@ = car 8@ driver
if
003B: 26@ == $PLAYER_ACTOR // (int)
else_jump @NONAME_2
0391: release_txd_dictionary
0390: load_txd_dictionary \"GASOLINE\"
038F: load_texture \"SCALEF\" as 1 // Load dictionary with 0390 first
038F: load_texture \"SCALEE\" as 2 // Load dictionary with 0390 first
038F: load_texture \"ARROW\" as 3 // Load dictionary with 0390 first
038F: load_texture \"LOCK\" as 4 // Load dictionary with 0390 first
038F: load_texture \"SPEEDOM\" as 5 // Load dictionary with 0390 first
038F: load_texture \"STRELK\" as 6 // Load dictionary with 0390 first
038F: load_texture \"ARROWN\" as 7 // Load dictionary with 0390 first
038F: load_texture \"NITRO\" as 8 // Load dictionary with 0390 first
wait 250
0AB3: var 2 = 0
0A92: create_custom_thread \"ASSET_RADAR.ARD\"
gosub @NONAME_1955
if
88B7: not test 12@ bit 1
else_jump @NONAME_347
0099: 10@ = random_int_in_ranges_0_to_32767
08BD: set 12@ bit 1
0A8C: write_memory 11@ size 1 value 12@ virtual_protect 0
jump @NONAME_374
:NONAME_347
0A97: 22@ = car 8@ struct
22@ += 5
0A8D: 10@ = read_memory 22@ size 4 virtual_protect 0
:NONAME_374
wait 0
0A8D: 28@ = read_memory 11989093 size 1 virtual_protect 0
if
not 28@ == 1
else_jump @NONAME_1720
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_1819
if
$ONMISSION == 0
else_jump @NONAME_1819
if
Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_1720
gosub @NONAME_1984
if
10@ > 0
else_jump @NONAME_1848
02E3: 9@ = car 8@ speed
if
9@ == 0.0
else_jump @NONAME_531
jump @NONAME_1720
:NONAME_531
0AB4: 30@ = var 0
if
30@ == 0
else_jump @NONAME_773
if and
45.0 > 9@
9@ > 1.0
else_jump @NONAME_594
10@ -= 1
:NONAME_594
if
81F3: not car 8@ in_air
else_jump @NONAME_766
if and
9@ > 45.0
85.0 > 9@
else_jump @NONAME_648
10@ -= 2
:NONAME_648
if and
9@ > 85.0
110.0 > 9@
else_jump @NONAME_686
10@ -= 3
:NONAME_686
if and
9@ > 110.0
140.0 > 9@
else_jump @NONAME_731
10@ -= 4
jump @NONAME_773
:NONAME_731
if
9@ > 140.0
else_jump @NONAME_773
10@ -= 5
jump @NONAME_773
:NONAME_766
10@ -= 1
:NONAME_773
if and
8100: not actor $PLAYER_ACTOR in_sphere 1944.852 -1769.554 13.0125 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 2209.816 2481.934 10.8203 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 604.8804 1705.273 6.541 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -2414.49 982.081 45.2969 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -2244.623 -2561.828 31.9219 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -1327.512 2678.107 50.0625 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -95.1488 -1174.303 1.9281 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -1679.982 408.9051 7.2365 radius 1.5 1.5 3.0 sphere 0 in_car
else_jump @NONAME_1394
if and
8100: not actor $PLAYER_ACTOR in_sphere 652.03 -571.34 16.34 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -1605.897 -2714.252 48.5335 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere -1471.48 1864.31 32.64 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 1596.5 2199.1 10.83 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 2145.9 2748.16 10.83 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 2642.11 1106.53 10.83 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 2117.42 920.42 10.83 radius 1.5 1.5 3.0 sphere 0 in_car
8100: not actor $PLAYER_ACTOR in_sphere 1381.68 456.26 19.91 radius 1.5 1.5 3.0 sphere 0 in_car
else_jump @NONAME_1394
jump @NONAME_1720
:NONAME_1394
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_1819
if
$ONMISSION == 0
else_jump @NONAME_1819
if
29000 > 10@
else_jump @NONAME_1720
if
Player.Money($PLAYER_CHAR) > 0
else_jump @NONAME_1932
31@ = Player.Money($PLAYER_CHAR)
wait 150
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
07CC: set_player $PLAYER_CHAR button_15 0
24@ = 0
Car.LockInCurrentPosition(8@) = True
Player.CanMove($PLAYER_CHAR) = False
:NONAME_1520
wait 0
31@ = Player.Money($PLAYER_CHAR)
0062: 31@ -= 24@ // (int)
if
not 1 > 31@
else_jump @NONAME_1909
if
29700 >= 10@
else_jump @NONAME_1663
if
$ONMISSION == 0
else_jump @NONAME_1819
if
Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_1819
gosub @NONAME_1984
10@ += 300
097A: play_audio_at 0.0 0.0 0.0 event 1133
24@ += 1
jump @NONAME_1520
:NONAME_1663
24@ *= -1
Player.Money($PLAYER_CHAR) += 24@
036A: put_actor $PLAYER_ACTOR in_car 8@
Car.LockInCurrentPosition(8@) = False
Player.CanMove($PLAYER_CHAR) = True
07CC: set_player $PLAYER_CHAR button_15 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
0AB3: var 0 = 0
:NONAME_1720
if or
Actor.Dead($PLAYER_ACTOR)
Car.Wrecked(8@)
else_jump @NONAME_1755
08C3: clear 12@ bit 1
jump @NONAME_1823
:NONAME_1755
0A97: 22@ = car 8@ struct
22@ += 5
0A8C: write_memory 22@ size 4 value 10@ virtual_protect 0
if
$ONMISSION == 0
else_jump @NONAME_1819
if
not Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_374
:NONAME_1819
wait 0
:NONAME_1823
0AB3: var 2 = 1
08C3: clear 12@ bit 1
wait 1250
jump @NONAME_2
:NONAME_1848
10@ = 0
if
047A: actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_1889
02D4: car 8@ turn_off_engine
0AB3: var 0 = 1
jump @NONAME_773
:NONAME_1889
0918: unknown_car 8@ driver_flag 0
0AB3: var 0 = 1
jump @NONAME_773
:NONAME_1909
00BC: show_text_highpriority GXT \'GA_3\' time 3000 flag 1 // No more freebies~n~$100 to respray!
jump @NONAME_1663
:NONAME_1932
00BC: show_text_highpriority GXT \'NOMONEY\' time 3000 flag 1 // ~s~You need more cash!
jump @NONAME_1720
:NONAME_1955
0A97: 11@ = car 8@ struct
11@ += 4
0A8D: 12@ = read_memory 11@ size 1 virtual_protect 0
return
:NONAME_1984
0AB4: 3@ = var 3
0AB4: 4@ = var 4
if
4@ > 0
else_jump @NONAME_2149
0093: 5@ = integer 4@ to_float
5@ += 108.6
03F0: enable_text_draw 0
033F: set_text_draw_letter_size 0.3 1.0
045A: draw_text_1number 209.05 356.333 GXT \'NUMBER\' number 3@ // ~1~
038D: draw_texture 8 position 213.5 339.0 size 128.0 111.0 RGBA 255 255 255 255
074B: draw_texture 7 position 213.5 339.0 scale 128.0 128.0 angle 5@ color_RGBA 255 255 255 255
:NONAME_2149
02E3: 23@ = car 8@ speed
23@ *= 3.6
0092: 27@ = float 23@ to_integer
23@ += 54.0
03E3: set_texture_to_be_drawn_antialiased 1
033F: set_text_draw_letter_size 0.0 0.0
045A: draw_text_1number 535.5 425.4 GXT \'NUMBER\' number 27@ // ~1~
038D: draw_texture 5 position 506.5 385.0 size 242.5 218.0 RGBA 255 255 255 255
074B: draw_texture 6 position 548.0 379.0 scale 241.0 205.0 angle 23@ color_RGBA 255 255 255 255
if
10@ > 5000
else_jump @NONAME_2366
03F0: enable_text_draw 1
038D: draw_texture 1 position 414.0 414.0 size 65.5 53.5 RGBA 255 255 255 255
jump @NONAME_2425
:NONAME_2366
if
5000 > 10@
else_jump @NONAME_2425
03F0: enable_text_draw 1
038D: draw_texture 2 position 414.0 414.0 size 65.5 53.5 RGBA 255 255 255 255
:NONAME_2425
0093: 25@ = integer 10@ to_float
25@ /= 500.0
25@ *= 2.3
25@ += 108.6
03F0: enable_text_draw 1
074B: draw_texture 3 position 438.5 412.0 scale 109.0 109.0 angle 25@ color_RGBA 255 255 255 255
09B3: get_car 8@ door_status 21@
if
not 21@ == 1
else_jump @NONAME_2572
03F0: enable_text_draw 1
038D: draw_texture 4 position 459.0 432.3 size 14.0 14.0 RGBA 255 255 255 255
:NONAME_2572
return
:NONAME_2574
wait 0
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_2
if
Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2
if and
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
$ONMISSION == 0
else_jump @NONAME_2
03C0: 8@ = actor $PLAYER_ACTOR car
046C: 26@ = car 8@ driver
if
003B: 26@ == $PLAYER_ACTOR // (int)
else_jump @NONAME_2
0391: release_txd_dictionary
0390: load_txd_dictionary \"GASOLINE\"
038F: load_texture \"SPEEDOM\" as 1 // Load dictionary with 0390 first
038F: load_texture \"STRELK\" as 2 // Load dictionary with 0390 first
:NONAME_2738
wait 0
0A8D: 28@ = read_memory 11989093 size 1 virtual_protect 0
if
not 28@ == 1
else_jump @NONAME_3003
077E: get_active_interior_to $ACTIVE_INTERIOR
if
$ACTIVE_INTERIOR == 0
else_jump @NONAME_3068
if
$ONMISSION == 0
else_jump @NONAME_3068
if
Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_3068
03F0: enable_text_draw 0
02E3: 23@ = car 8@ speed
23@ *= 3.56
0092: 27@ = float 23@ to_integer
23@ += 68.0
0340: set_text_draw_RGBA 180 180 180 255
033F: set_text_draw_letter_size 0.0 0.0
045A: draw_text_1number 940.5 830.4 GXT \'NUMBER\' number 27@ // ~1~
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 1 position 506.5 385.0 size 242.5 206.0 RGBA 255 255 255 255
074B: draw_texture 2 position 550.5 385.0 scale 242.5 206.0 angle 23@ color_RGBA 255 255 255 255
:NONAME_3003
if or
Actor.Dead($PLAYER_ACTOR)
Car.Wrecked(8@)
else_jump @NONAME_3031
jump @NONAME_3068
:NONAME_3031
if
$ONMISSION == 0
else_jump @NONAME_3068
if
not Actor.InCar($PLAYER_ACTOR, 8@)
else_jump @NONAME_2738
:NONAME_3068
wait 1250
jump @NONAME_2
Proszę o pomoc jeżeli by ktoś umiał to edytować tak jak proszę to proszę tutaj napisać XD
Ps. Chcę tylko sam licznik [ prędkościomierz]