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YTDYTD123

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I downloaded sannybuilder and when i decompiled the file. I don't know what to do after.

I got this when i decompiled the file.

 

 

// 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---------------0000: NOP 0A95: enable_thread_saving thread 'SCJ' wait 1500 0A1F: increase_float_stat 24 by 1000.0 9@ = 10.0 11@ = 2.0 12@ = 0.0 08C3: clear 10@ bit 7 08C3: clear 10@ bit 8 08C3: clear 10@ bit 9 08C3: clear 10@ bit 10 08C3: clear 10@ bit 11 08C3: clear 10@ bit 12 :SCJ_101wait 50 if   Player.Defined($PLAYER_CHAR)else_jump @SCJ_101 if   not Actor.Driving($PLAYER_ACTOR)else_jump @SCJ_101 if 04EE:   animation "PARACHUTE" loaded else_jump @SCJ_1966 0090: $10949 = float 9@ to_integer 04F7: status_text $10949 type 1 line 4 GXT 'RYD3_E' // global_variable  // Power0819: 16@ = actor $PLAYER_ACTOR distance_from_ground 06AC: 8@ = actor $PLAYER_ACTOR movement_speed gosub @SCJ_2506 gosub @SCJ_1997 gosub @SCJ_2650 if   not 16@ > 2.0 else_jump @SCJ_259 gosub @SCJ_598 jump @SCJ_1856 :SCJ_259if 84AD:   not actor $PLAYER_ACTOR in_water else_jump @SCJ_1856 if  16@ > 3.0 else_jump @SCJ_1835 Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)if and  not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"  not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"else_jump @SCJ_388 0687: clear_actor $PLAYER_ACTOR task 12@ = 0.0 jump @SCJ_449 :SCJ_388if 00E1:   player 0 pressed_key 8 else_jump @SCJ_570 wait 250 if 08B7:   test 10@ bit 12 else_jump @SCJ_442 08C3: clear 10@ bit 12 jump @SCJ_449 :SCJ_44208BD: set 10@ bit 12 :SCJ_449if 08B7:   test 10@ bit 12 else_jump @SCJ_519 0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB jump @SCJ_570 :SCJ_5190812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP_file "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB :SCJ_570gosub @SCJ_1543 gosub @SCJ_928 gosub @SCJ_1061 jump @SCJ_101 :SCJ_598if and00E1:   player 0 pressed_key 18 00E1:   player 0 pressed_key 14 else_jump @SCJ_926 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.4 04C4: store_coords_to 24@ 25@ 26@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 7.6 if 06BD:   no_obstacles_between 21@ 22@ 23@ and 24@ 25@ 26@ solid 1 car 1 actor 1 object 1 particle 1 else_jump @SCJ_926 20@ = 50 066A: 21@ = attach_particle "JETTHRUST" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 rotation 0.0 0.01 0.0 flag 1 066A: 22@ = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -4.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle 21@ visible 064C: make_particle 22@ visible :SCJ_838wait 20 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 9.0 0819: 16@ = actor $PLAYER_ACTOR distance_from_ground 20@ += -1 if   not 20@ == 0 else_jump @SCJ_916 if 04B5:   16@ >= 9.0 // @ >= any else_jump @SCJ_838 :SCJ_9160650: destroy_particle 21@ 0650: destroy_particle 22@ :SCJ_926return :SCJ_928if 00E1:   player 0 pressed_key 17 else_jump @SCJ_1059 if 88B7:   not test 10@ bit 9 else_jump @SCJ_1052 066A: 3@ = attach_particle "EXPLOSION_FUEL_CAR" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle 3@ visible 064F: remove_references_to_particle 3@ 08BD: set 10@ bit 9 wait 400 jump @SCJ_1059 :SCJ_105208C3: clear 10@ bit 9 :SCJ_1059return :SCJ_1061if and  not 16@ > 15.0  16@ > 2.0 08B7:   test 10@ bit 9 else_jump @SCJ_1511 if 88B7:   not test 10@ bit 7 else_jump @SCJ_1180 066A: 26@ = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset 0.0 10.0 -10.0 rotation 0.0 0.01 0.0 flag 1 08BD: set 10@ bit 7 064C: make_particle 26@ visible :SCJ_118004C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 10.0 -10.0 0.0 09C0: 0@ = get_random_car_in_area 20@ 21@ 22@ 23@ 30.0 with_actors -1 if 056E:   car 0@ defined else_jump @SCJ_1511 046C: 25@ = car 0@ driver if 056D:   actor 25@ defined else_jump @SCJ_1307 Actor.DestroyInstantly(25@):SCJ_13070407: store_coords_to 20@ 21@ 22@ from_car 0@ with_offset 0.0 0.0 0.0 04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: 23@ -= 20@ // (float) 0063: 24@ -= 21@ // (float) 23@ *= -0.006 24@ *= -0.006 006B: 23@ *= 9@ // (float) 006B: 24@ *= 9@ // (float) 0073: 23@ /= 16@ // (float) 0073: 24@ /= 16@ // (float) 07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 066B: 28@ = attach_particle "SHOOTLIGHT" to_car 0@ with_offset 0.0 2.0 1.0 flag 1 064C: make_particle 28@ visible 064F: remove_references_to_particle 28@ :SCJ_1511if 08B7:   test 10@ bit 7 else_jump @SCJ_1541 08C3: clear 10@ bit 7 0650: destroy_particle 26@ :SCJ_1541return :SCJ_15430494: get_joystick 0 data_to 1@ 2@ 3@ 4@ 0093: 1@ = integer 1@ to_float 0093: 2@ = integer 2@ to_float 1@ *= 0.02 006B: 1@ *= 11@ // (float) 4@ = Actor.Angle($PLAYER_ACTOR)0063: 4@ -= 1@ // (float) 1@ *= 4.0 2@ *= 0.02 006B: 2@ *= 11@ // (float) 005B: 12@ += 2@ // (float) if  -80.0 > 12@ else_jump @SCJ_1676 12@ = -80.0 :SCJ_1676if  12@ > 80.0 else_jump @SCJ_1707 12@ = 80.0 :SCJ_1707083E: set_actor $PLAYER_ACTOR rotation 12@ 1@ 4@ while_in_air 5@ = 360.0 0063: 5@ -= 4@ // (float) 02F6: 6@ = cosine 5@ // (float) 02F7: 7@ = sine 5@ // (float) 006B: 6@ *= 9@ // (float) 006B: 7@ *= 9@ // (float) 02F6: 13@ = cosine 12@ // (float) 02F7: 14@ = sine 12@ // (float) 006B: 6@ *= 14@ // (float) 006B: 7@ *= 14@ // (float) 0087: 15@ = 9@ // (float) 006B: 15@ *= 13@ // (float) 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 6@ 7@ 15@ return :SCJ_1835if  8@ > 8.0 else_jump @SCJ_101 :SCJ_1856if or  Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"  Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"else_jump @SCJ_101 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 0687: clear_actor $PLAYER_ACTOR task wait 250 12@ = 0.0 Actor.Angle($PLAYER_ACTOR) = 4@jump @SCJ_101 :SCJ_1966054C: use_GXT_table 'RYDER3' 04ED: load_animation "PARACHUTE" jump @SCJ_101 :SCJ_19970087: 25@ = 9@ // (float) 25@ /= 15.0 if   not 25@ > 1.0 else_jump @SCJ_2046 25@ = 1.0 :SCJ_2046if   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"else_jump @SCJ_2094 0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 25@ times_normal_rate :SCJ_2094if   Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"else_jump @SCJ_2142 0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at 25@ times_normal_rate :SCJ_2142if   Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"else_jump @SCJ_2186 0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at 25@ times_normal_rate :SCJ_2186if   Actor.Animation($PLAYER_ACTOR) == "RUN_ROCKET"else_jump @SCJ_2234 0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 25@ times_normal_rate :SCJ_2234if   Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"else_jump @SCJ_2280 0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at 25@ times_normal_rate :SCJ_2280if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"else_jump @SCJ_2324 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at 25@ times_normal_rate :SCJ_2324if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"else_jump @SCJ_2368 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at 25@ times_normal_rate :SCJ_2368if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"else_jump @SCJ_2412 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at 25@ times_normal_rate :SCJ_2412if   Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"else_jump @SCJ_2456 0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at 25@ times_normal_rate :SCJ_2456if   Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"else_jump @SCJ_2504 0393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at 25@ times_normal_rate :SCJ_2504return :SCJ_2506if or80E1:   not player 0 pressed_key 11 00E1:   player 0 pressed_key 10 else_jump @SCJ_2559 if or80E1:   not player 0 pressed_key 10 00E1:   player 0 pressed_key 11 else_jump @SCJ_2607 jump @SCJ_2648 :SCJ_25599@ -= 2.0 if  5.0 > 9@ else_jump @SCJ_2648 9@ = 5.0 jump @SCJ_2648 :SCJ_26079@ += 2.0 if  9@ > 200.0 else_jump @SCJ_2648 9@ = 200.0 :SCJ_2648return :SCJ_2650if  8@ > 60.0 else_jump @SCJ_2964 if 88B7:   not test 10@ bit 8 else_jump @SCJ_2751 08BD: set 10@ bit 8 066A: 30@ = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle 30@ visible :SCJ_2751if  8@ > 130.0 else_jump @SCJ_2976 if 88B7:   not test 10@ bit 10 else_jump @SCJ_2853 08BD: set 10@ bit 10 066A: 29@ = attach_particle "PRT_SAND2" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle 29@ visible :SCJ_2853if  8@ > 180.0 else_jump @SCJ_2988 if 88B7:   not test 10@ bit 11 else_jump @SCJ_3000 08BD: set 10@ bit 11 066A: 27@ = attach_particle "SMOKE_FLARE" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle 27@ visible jump @SCJ_3000 :SCJ_296408C3: clear 10@ bit 8 0650: destroy_particle 30@ :SCJ_297608C3: clear 10@ bit 10 0650: destroy_particle 29@ :SCJ_298808C3: clear 10@ bit 11 0650: destroy_particle 27@ :SCJ_3000return end_thread thread 'SCJA' :SCJA_11wait 250 if   Player.Defined($PLAYER_CHAR)else_jump @SCJA_11 if   not Actor.Driving($PLAYER_ACTOR)else_jump @SCJA_11 if 80E1:   not player 0 pressed_key 9 else_jump @SCJA_1089 if and00E1:   player 0 pressed_key 8 80E1:   not player 0 pressed_key 9 else_jump @SCJA_11 if   Player.Defined($PLAYER_CHAR)else_jump @SCJA_11 04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset -5.0 5.0 0.0 04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 0.0 09C0: 0@ = get_random_car_in_area 20@ 21@ 22@ 23@ 10.0 with_actors -1 if 056E:   car 0@ defined else_jump @SCJA_11 0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0 064B: 25@ = create_particle "HELI_DUST" at 10@ 11@ 12@ type 1 064C: make_particle 25@ visible 1@ = Car.Model(0@)Model.Load(1@):SCJA_276wait 0 if   Model.Available(1@)else_jump @SCJA_276 046C: 7@ = car 0@ driver if 056D:   actor 7@ defined else_jump @SCJA_325 Actor.DestroyInstantly(7@):SCJA_3250407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0 2@ = Car.Angle(0@)03F3: get_car 0@ primary_color_to 3@ secondary_color_to 4@ 0A12: get_car 0@ tertiary_color_to 5@ quaternary_color_to 6@ 7@ = Car.Health(0@)Car.Destroy(0@)0@ = Car.Create(1@, 10@, 11@, 12@)Model.Destroy(1@)Car.Angle(0@) = 2@0229: set_car 0@ primary_color_to 3@ secondary_color_to 4@ 0A11: set_car 0@ tertiary_color_to 5@ quaternary_color_to 6@ Car.Health(0@) = 7@06A2: get_car 0@ velocity_in_direction_XYZ 10@ 11@ 12@ 10@ *= 0.03 11@ *= 0.03 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 2@ = 500 0208: 8@ = random_float_in_ranges 2.0 5.0 0208: 9@ = random_float_in_ranges 0.045 0.075 :SCJA_564wait 50 if 056E:   car 0@ defined else_jump @SCJA_791 2@ += -1 0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0 02CE: 3@ = ground_z_at 10@ 11@ 12@ 0087: 4@ = 12@ // (float) 0063: 4@ -= 3@ // (float) 0087: 5@ = 4@ // (float) 006B: 5@ *= 8@ // (float) 02F7: 6@ = sine 5@ // (float) 006B: 6@ *= 9@ // (float) 07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 6@ rotation_velocitiesXY 0.0 0.0 unk 0.0 04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable 0085: 30@ = 2@ // (int) 30@ /= 5 008A: $10948 = 30@ // (int) if 80E1:   not player 0 pressed_key 9 else_jump @SCJA_825 if  2@ == 0 else_jump @SCJA_564 :SCJA_7910650: destroy_particle 25@ :SCJA_796Car.RemoveReferences(0@):SCJA_8010650: destroy_particle 26@ 08C3: clear 29@ bit 0 0151: remove_status_text $10948 jump @SCJA_11 :SCJA_8250650: destroy_particle 25@ 2@ = 500 :SCJA_838wait 50 if 056E:   car 0@ defined else_jump @SCJA_796 if 80E1:   not player 0 pressed_key 8 else_jump @SCJA_796 2@ += -1 0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0 04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.0 0063: 13@ -= 10@ // (float) 0063: 14@ -= 11@ // (float) 0063: 15@ -= 12@ // (float) 13@ *= 0.01 14@ *= 0.01 15@ *= 0.01 07D5: set_car 0@ velocity_in_direction_XYZ 13@ 14@ 15@ rotation_velocitiesXY 0.0 0.0 unk 0.0 04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable 0085: 30@ = 2@ // (int) 30@ /= 5 008A: $10948 = 30@ // (int) if  2@ == 0 else_jump @SCJA_838 jump @SCJA_791 :SCJA_10890819: 27@ = actor $PLAYER_ACTOR distance_from_ground if   not 27@ > 1.5 else_jump @SCJA_11 2@ = 100 04F7: status_text $10948 type 1 line 3 GXT 'DUMMY' // global_variable :SCJA_1143wait 0 if 88B7:   not test 29@ bit 0 else_jump @SCJA_1232 08BD: set 29@ bit 0 066A: 26@ = attach_particle "WATER_RIPPLES" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.01 0.0 flag 1 064C: make_particle 26@ visible :SCJA_12322@ += -1 008A: $10948 = 2@ // (int) if   not 2@ == 0 else_jump @SCJA_801 if 00E1:   player 0 pressed_key 9 else_jump @SCJA_801 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset -20.0 -20.0 0.0 04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 20.0 -20.0 0.0 073E: get_car_in_sphere 10@ 11@ 12@ radius 10.0 model -1 handle_as 0@ if 056E:   car 0@ defined else_jump @SCJA_1413 jump @SCJA_1467 :SCJA_141309C0: 0@ = get_random_car_in_area 13@ 14@ 15@ 16@ 40.0 with_actors -1 if 056E:   car 0@ defined else_jump @SCJA_1460 jump @SCJA_1467 :SCJA_1460jump @SCJA_1143 :SCJA_1467046C: 7@ = car 0@ driver if 056D:   actor 7@ defined else_jump @SCJA_1496 Actor.DestroyInstantly(7@):SCJA_1496066B: 28@ = attach_particle "SHOOTLIGHT" to_car 0@ with_offset 0.0 2.0 1.0 flag 1 064C: make_particle 28@ visible 064F: remove_references_to_particle 28@ 0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0 09E5: create_flash_light_at 10@ 11@ 12@ RGB_mask 255 0 0 radius 20.0 04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: 10@ -= 13@ // (float) 0063: 11@ -= 14@ // (float) 10@ *= 4.0 11@ *= 4.0 02F7: 13@ = sine 10@ // (float) 02F7: 14@ = sine 11@ // (float) if   not 10@ > 0.0 else_jump @SCJA_1707 13@ *= -1.0 :SCJA_1707if   not 11@ > 0.0 else_jump @SCJA_1738 14@ *= -1.0 :SCJA_173813@ *= 0.07 14@ *= 0.07 07D5: set_car 0@ velocity_in_direction_XYZ 13@ 14@ 0.01 rotation_velocitiesXY 0.0 0.0 unk 0.0 wait 50 if 8449:   not actor $PLAYER_ACTOR in_a_car else_jump @SCJA_1894 if and00E1:   player 0 pressed_key 6 00E1:   player 0 pressed_key 9 else_jump @SCJA_1894 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 2.0 0565: create_soundless_explosion_at 0@ 1@ 2@ type 1 020C: create_explosion_with_radius 8 at 0@ 1@ 2@ else_jump @SCJA_1894 :SCJA_1894wait 50 8449:   not actor $PLAYER_ACTOR in_a_car 00E1:   player 0 pressed_key 6 00E1:   player 0 pressed_key 8 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.1 0.1 0.2 0565: create_soundless_explosion_at 0@ 1@ 2@ type 1 020C: create_explosion_with_radius 8 at 0@ 0@ 0@ jump @SCJA_1143 

 

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I'm not so good with this sannybuilder and i still don't know what to do.

 

But it doesn't matter annymore so this topic can be closed.

Edited by YTDYTD123
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  • 11 years later...

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