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[CLEO] Engage Reverse Gear


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Engage Reverse Gear

Keeping the game spirit, this is not a gear mod!

 

The Grand Theft Auto games have, for me, a problem when you press the brake, sometimes it engage the reverse gear when you don't want this (normally this happen during a sudden brake), I damage my car because of this stupid brake key!

This CLEO mod fix this issue, now to engage the reverse gear after a sudden brake you should release the brake key and press it again.

 

 

 

Download

 

The topic title still ugly...

 

 

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Awesome. Luv ya for this.

 

You could update it with doing the opposite, ie. you have to release -> press the brake pedal to drive forwards. Would be useful for parking.

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I'm not sure, it's probably could be a cleo 3 thing, but surprisingly i have a crash with this mod, when CJ enters in car. However, i fixed it by adding a loop to the script:

 

// CLEO 3 compatible{$CLEO}0000:0A9F: [email protected] = [email protected] += 0x100A8D: [email protected] = read_memory [email protected] size 4 virtual_protect [email protected] -= @HOOK     // get @HOOK [email protected] -= 0x6ADB85  // get relative offset from 0x6ADB85 0A8C: write_memory 0x6ADB80 size 1 value 0xE8 virtual_protect 1     // call0A8C: write_memory 0x6ADB81 size 4 value [email protected] virtual_protect 1       //      @HOOK0A8C: write_memory 0x6ADB85 size 1 value 0x90 virtual_protect 1     // nop0A8C: write_memory 0x6ADB87 size 4 value 0x8D virtual_protect 1     // 0x6ADC18 for jmpwhile true  wait 0end:HOOKhex   50                    // push eax   D9 86 9C040000        // fld dword ptr [esi+0000049C]  ; CVehicle.GasPedal   D8 1D 508B8500        // fcomp dword ptr [00858B50]    ; 0.0   DFE0                  // fnstsw ax   F6 C4 44              // test ah,44   7A 0C                 // jp do_stuff                   ; jump if != 0.0   66 8B 05 A434B700     // mov ax,[00B734A4]             ; pad[0].prevState.Brake   66 85 C0              // test ax,ax   75 12                 // jne dont_do_stuff             ; jump if not just pressing   // do_stuff:   C7 86 A0040000 00000000// mov [esi+000004A0],00000000  ; CVehicle.BrakePedal   58                    // pop eax   89 86 9C040000        // mov [esi+0000049C],eax        ; CVehicle.GasPedal   C3                    // ret// dont_do_stuff:    58                    // pop eax   C3                    // ret end

 

 

BTW, how about 3/VC version?

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I'm not sure, it's probably could be a cleo 3 thing, but surprisingly i have a crash with this mod, when CJ enters in car. However, i fixed it by adding a loop to the script:

 

BTW, how about 3/VC version?

Some CLEO versions deallocate the script when 0A93 is reached and some don't. That's a weird thing.

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You could update it with doing the opposite, ie. you have to release -> press the brake pedal to drive forwards. Would be useful for parking.

Analzed it and was... strange

 

 

I'm not sure, it's probably could be a cleo 3 thing, but surprisingly i have a crash with this mod, when CJ enters in car. However, i fixed it by adding a loop to the script:

Good to know, I always come to the doubt, "Should I kill the script or just keep it running in a loop that does nothing?", As Silent said some CLEO versions deallocate the code, In CLEO 4.2a Source code I see that the CCustomScript destructor deallocates the script content, but mine CLEO version (CLEO 4.1) don't do this, so I don't notice and don't know the way to go...

By the way, fixed.

 

 

BTW, how about 3/VC version?

Well, too lazy to do, should be easy (as the Cars don't burn when flipped) since the routines don't change much, if you want to do go ahead, you already know how to do tounge.gif

 

 

 

Maybe, better to create an .asi plugin ?

Nah, too simple for a ASI plugin (that takes a couple of kbytes while a cleo like that takes minus than 1kbyte), I only go to the ASI when I want to rewrite one (or more) complex routine (or even the entire system).

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