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Problem


Ghosttoast
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Ok SO i have a problem with my code I want Fall damage to turn off until You Hit the Ground But Fall Damage Never turns off after that Can Anyone Help I'm Doing this For a Rappel Mod

I cant Post the Code Here But I Will Answer Anyquestions about it if im Asked Thanks for anyhelp if you can







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Ok For Further Help And Since No-One Has Posted Yet Im gonna Post the Code I Could really Use the Help

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------

03A4: name_thread "Health"
0000: NOP

:NONAME_2
wait 0
if and
0AB0: key_pressed 50
00E1: player 0 pressed_key 16
not Actor.Driving($PLAYER_ACTOR)
else_jump @NONAME_2
0812: AS_actor $PLAYER_ACTOR perform_animation "Abseil" IFP "PED" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 1 time -1 // versionB
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 1, 0)
wait 500

:NONAME_71
wait 0
if
00E1: player 0 pressed_key 6
else_jump @NONAME_152
068E: get_camera_target_point_to [email protected] [email protected] [email protected]
Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])
0063: [email protected] -= [email protected] // (float)
0063: [email protected] -= [email protected] // (float)
0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected]
Actor.Angle($PLAYER_ACTOR) = [email protected]


:NONAME_152
if
00E1: player 0 pressed_key 16
else_jump @NONAME_71
0812: AS_actor $PLAYER_ACTOR perform_animation "Abseil" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1 // versionB
jump @NONAME_2
Wait = 9000
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)

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