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Attacks.cs


AlbertWesker

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AlbertWesker

I was just wondering, is there a way to edit this script in a way that everybody but the three homies attack you?

 

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'WWWZAZ'
:WWWZAZ_11
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @WWWZAZ_11
077E: get_active_interior_to 29@
if and
29@ == 0
$ONMISSION == 0
else_jump @WWWZAZ_11
if and
jump @WWWZAZ_72
:WWWZAZ_72
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
10@ = 0
11@ = 0
12@ = 0
13@ = 0
14@ = 0
15@ = 0
17@ = 1
20@ = 12
24@ = 0
25@ = 45.5
:WWWZAZ_208
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @WWWZAZ_208
077E: get_active_interior_to 29@
if and
29@ == 0
$ONMISSION == 0
else_jump @WWWZAZ_208
wait 1000
$ONMISSION = 1
:WWWZAZ_270
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @WWWZAZ_270
if
20@ > 0
else_jump @WWWZAZ_270
Model.Load(#BRASSKNUCKLE)
Model.Load(#KNIFECUR)
Model.Load(#BAT)
Model.Load(#CHNSAW)
Model.Load(#KATANA)
Model.Load(#GOLFCLUB)
Model.Load(#SHOVEL)
Model.Load(#KATANA)
:WWWZAZ_348
wait 0
if and
Model.Available(#BRASSKNUCKLE)
Model.Available(#KNIFECUR)
Model.Available(#BAT)
Model.Available(#CHNSAW)
Model.Available(#KATANA)
Model.Available(#GOLFCLUB)
Model.Available(#SHOVEL)
Model.Available(#KATANA)
else_jump @WWWZAZ_348
33@ = 0
01F0: set_max_wanted_level_to 0
:WWWZAZ_414
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @WWWZAZ_1483
077E: get_active_interior_to 29@
if
29@ == 0
else_jump @WWWZAZ_1483
if and
wait 0
if
10.0 > 28@
else_jump @WWWZAZ_1483
if
002D: 20@ >= 17@ // (int)
else_jump @WWWZAZ_1022
if
60000 > 33@
else_jump @WWWZAZ_1483
if
33@ > 5000
else_jump @WWWZAZ_555
25@ = 75.5
:WWWZAZ_555
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 25@ handle_as 1@(17@,16i)
wait 50
if
not 1@(17@,16i) == -1
else_jump @WWWZAZ_414
gosub @WWWZAZ_1757
060B: set_actor 1@(17@,16i) decision_maker_to 32
05E2: AS_actor 1@(17@,16i) kill_actor $PLAYER_ACTOR
17@ += 1
jump @WWWZAZ_414
if
17@ > 1
else_jump @WWWZAZ_414
17@ -= 1
0085: 18@ = 17@ // (int)
17@ = 1
:WWWZAZ_700
wait 0
if
002D: 18@ >= 17@ // (int)
else_jump @WWWZAZ_857
if
not Actor.Dead(1@(17@,16i))
else_jump @WWWZAZ_813
if
00F2: actor 1@(17@,16i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0
else_jump @WWWZAZ_813
if or
wait 500
05E2: AS_actor 1@(17@,16i) kill_actor $PLAYER_ACTOR
17@ += 1
jump @WWWZAZ_700
:WWWZAZ_813
Actor.RemoveReferences(1@(17@,16i))
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
jump @WWWZAZ_879
17@ += 1
jump @WWWZAZ_700
:WWWZAZ_857
0085: 17@ = 18@ // (int)
17@ += 1
jump @WWWZAZ_414
:WWWZAZ_879
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @WWWZAZ_1451
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 75.0 handle_as 1@(17@,16i)
wait 50
if
not 1@(17@,16i) == -1
else_jump @WWWZAZ_879
gosub @WWWZAZ_1757
060B: set_actor 1@(17@,16i) decision_maker_to 32
05E2: AS_actor 1@(17@,16i) kill_actor $PLAYER_ACTOR
17@ += 1
jump @WWWZAZ_700
Actor.RemoveReferences(1@(17@,16i))
jump @WWWZAZ_414
:WWWZAZ_1022
17@ = 1
33@ = 0
:WWWZAZ_1036
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @WWWZAZ_1483
077E: get_active_interior_to 29@
if
29@ == 0
else_jump @WWWZAZ_1483
if
wait 0
if or
20.0 > 28@
0A0C: player $PLAYER_CHAR on_jetpack
else_jump @WWWZAZ_1483
if
002D: 20@ >= 17@ // (int)
else_jump @WWWZAZ_1469
if
600000 > 33@
else_jump @WWWZAZ_1483
if
not Actor.Dead(1@(17@,16i))
else_jump @WWWZAZ_1243
if
00F2: actor 1@(17@,16i) near_actor $PLAYER_ACTOR radius 80.0 80.0 0
else_jump @WWWZAZ_1243
if or
wait 500
05E2: AS_actor 1@(17@,16i) kill_actor $PLAYER_ACTOR
17@ += 1
jump @WWWZAZ_1036
:WWWZAZ_1243
Actor.RemoveReferences(1@(17@,16i))
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
jump @WWWZAZ_1287
17@ += 1
jump @WWWZAZ_1036
:WWWZAZ_1287
wait 0
if
Player.Defined($PLAYER_CHAR)
else_jump @WWWZAZ_1451
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
08E5: get_actor_in_sphere 21@ 22@ 23@ radius 75.0 handle_as 1@(17@,16i)
wait 50
if
not 1@(17@,16i) == -1
else_jump @WWWZAZ_1287
gosub @WWWZAZ_1757
060B: set_actor 1@(17@,16i) decision_maker_to 32
05E2: AS_actor 1@(17@,16i) kill_actor $PLAYER_ACTOR
17@ += 1
33@ = 0
jump @WWWZAZ_1036
Actor.RemoveReferences(1@(17@,16i))
Actor.StorePos($PLAYER_ACTOR, 21@, 22@, 23@)
jump @WWWZAZ_1287
:WWWZAZ_1451
1@(17@,16i) = -1
jump @WWWZAZ_1483
:WWWZAZ_1469
17@ = 1
jump @WWWZAZ_1036
:WWWZAZ_1483
17@ = 1
:WWWZAZ_1490
wait 0
if
002D: 20@ >= 17@ // (int)
else_jump @WWWZAZ_1558
if
not 1@(17@,16i) == -1
else_jump @WWWZAZ_1544
Actor.RemoveReferences(1@(17@,16i))
:WWWZAZ_1544
17@ += 1
jump @WWWZAZ_1490
:WWWZAZ_1558
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
10@ = 0
11@ = 0
12@ = 0
13@ = 0
14@ = 0
15@ = 0
17@ = 1
20@ = 12
24@ = 0
25@ = 45.5
Model.Destroy(#BRASSKNUCKLE)
Model.Destroy(#KNIFECUR)
Model.Destroy(#BAT)
Model.Destroy(#CHNSAW)
Model.Destroy(#KATANA)
Model.Destroy(#GOLFCLUB)
Model.Destroy(#SHOVEL)
Model.Destroy(#KATANA)
wait 1000
$ONMISSION = 0
01F0: set_max_wanted_level_to 0
jump @WWWZAZ_11
:WWWZAZ_1757
0871: init_jump_table 17@ total_jumps 16 default_jump 0 @WWWZAZ_1885 jumps 0 @WWWZAZ_1905 1 @WWWZAZ_1925 2 @WWWZAZ_1945 3 @WWWZAZ_1965 4 @WWWZAZ_1985 5 @WWWZAZ_2005 6 @WWWZAZ_2025
0872: jump_table_jumps 7 @WWWZAZ_2045 8 @WWWZAZ_2065 9 @WWWZAZ_2086 10 @WWWZAZ_2106 11 @WWWZAZ_2127 12 @WWWZAZ_2147 13 @WWWZAZ_2167 14 @WWWZAZ_2187 15 @WWWZAZ_2207
:WWWZAZ_1885
Actor.GiveWeaponAndAmmo(1@(17@,16i), BrassKnuckles, 1)
jump @WWWZAZ_2227
:WWWZAZ_1905
Actor.GiveWeaponAndAmmo(1@(17@,16i), GolfClub, 1)
jump @WWWZAZ_2227
:WWWZAZ_1925
Actor.GiveWeaponAndAmmo(1@(17@,16i), Knife, 1)
jump @WWWZAZ_2227
:WWWZAZ_1945
Actor.GiveWeaponAndAmmo(1@(17@,16i), Knife, 1)
jump @WWWZAZ_2227
:WWWZAZ_1965
Actor.GiveWeaponAndAmmo(1@(17@,16i), BaseballBat, 1)
jump @WWWZAZ_2227
:WWWZAZ_1985
Actor.GiveWeaponAndAmmo(1@(17@,16i), Chainsaw, 1)
jump @WWWZAZ_2227
:WWWZAZ_2005
Actor.GiveWeaponAndAmmo(1@(17@,16i), BrassKnuckles, 1)
jump @WWWZAZ_2227
:WWWZAZ_2025
Actor.GiveWeaponAndAmmo(1@(17@,16i), Knife, 1)
jump @WWWZAZ_2227
:WWWZAZ_2045
Actor.GiveWeaponAndAmmo(1@(17@,16i), BaseballBat, 100)
jump @WWWZAZ_2227
:WWWZAZ_2065
Actor.GiveWeaponAndAmmo(1@(17@,16i), Katana, 9000)
jump @WWWZAZ_2227
:WWWZAZ_2086
Actor.GiveWeaponAndAmmo(1@(17@,16i), BrassKnuckles, 1)
jump @WWWZAZ_2227
:WWWZAZ_2106
Actor.GiveWeaponAndAmmo(1@(17@,16i), Katana, 9000)
jump @WWWZAZ_2227
:WWWZAZ_2127
Actor.GiveWeaponAndAmmo(1@(17@,16i), Shovel, 3)
jump @WWWZAZ_2227
:WWWZAZ_2147
Actor.GiveWeaponAndAmmo(1@(17@,16i), BaseballBat, 1)
jump @WWWZAZ_2227
:WWWZAZ_2167
Actor.GiveWeaponAndAmmo(1@(17@,16i), BrassKnuckles, 1)
jump @WWWZAZ_2227
:WWWZAZ_2187
Actor.GiveWeaponAndAmmo(1@(17@,16i), Shovel, 100)
jump @WWWZAZ_2227
:WWWZAZ_2207
Actor.GiveWeaponAndAmmo(1@(17@,16i), GolfClub, 1)
jump @WWWZAZ_2227
:WWWZAZ_2227
0332: set_actor 1@(17@,16i) bleeding 1
return
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https://gtaforums.com/topic/877484-attackscs/
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