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[SA] Need help to modify cleo script


MichaelAce
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Hello everyone, i'd like to modify a cleo script which add lights under weapons and money pickups but also behind the cars... And i'd like to remove the lights behind the cars


If someone could help quickly, it would be nice =D



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

//-------------MAIN---------------
0000: NOP

:NONAME_2
0001: wait 0 ms
00D6: if
0AE2: [email protected] = random_vehicle_near_point 0.0 0.0 0.0 in_radius 5000.0 find_next 0 pass_wrecked 1 //IF and SET
004D: jump_if_false @NONAME_384

:NONAME_46
0A97: [email protected] = car [email protected] struct
0A8E: [email protected] = [email protected] + 1412 // int
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
00D6: if
08B7: test [email protected] bit 2
004D: jump_if_false @NONAME_354
0A8E: [email protected] = [email protected] + 34 // int
0A8D: [email protected] = read_memory [email protected] size 2 virtual_protect 0
0012: [email protected] *= 4
000A: [email protected] += 11120840
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000A: [email protected] += 92
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000A: [email protected] += 12
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000A: [email protected] += 4
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000A: [email protected] += 4
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000F: [email protected] -= 0.2
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] [email protected] [email protected]
016F: create_particle 3 rotation_factor 0.0 size 1.2 intensity 255 flags 255 0 0 at [email protected] [email protected] [email protected]
0013: [email protected] *= -1.0
0407: store_coords_to [email protected] [email protected] [email protected] from_car [email protected] with_offset [email protected] [email protected] [email protected]
016F: create_particle 3 rotation_factor 0.0 size 1.2 intensity 255 flags 255 0 0 at [email protected] [email protected] [email protected]

:NONAME_354
8AE2: not [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 5000.0 find_next 1 pass_wrecked 1 //IF and SET
004D: jump_if_false @NONAME_46

:NONAME_384
0006: [email protected] = 9930944

:NONAME_394
0085: [email protected] = [email protected] // (int)
000A: [email protected] += 28
0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0
000E: [email protected] -= 28
00D6: if
0039: [email protected] == 8
004D: jump_if_false @NONAME_992
000A: [email protected] += 4
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000E: [email protected] -= 4
00D6: if
8039: not [email protected] == 0
004D: jump_if_false @NONAME_985
000A: [email protected] += 8
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000E: [email protected] -= 8
0AEC: [email protected] = object_struct [email protected] handle
0093: [email protected] = integer [email protected] to_float
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
01BC: put_object [email protected] at 0.0 0.0 3000.0
0087: [email protected] = [email protected] // (float)
000A: [email protected] += 12
0A8C: write_memory [email protected] size 4 value 0 virtual_protect 0
000E: [email protected] -= 12
000F: [email protected] -= 0.58
0208: [email protected] = random_float_in_ranges 0.0 360.0
0107: [email protected] = create_object 1248 at [email protected] [email protected] [email protected]
0382: set_object [email protected] collision_detection 0
0177: set_object [email protected] Z_angle_to [email protected]
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.092 0.0 0.0
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset -0.092 0.0 0.0
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected]
0087: [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]
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.05 0.0
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 -0.05 0.0
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected]
0087: [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]
0453: set_object [email protected] XYZ_rotation [email protected] [email protected] [email protected]
0908: set_object [email protected] turn_mass_to [email protected] // float
0906: set_object [email protected] mass_to 539.0 // float
01C4: remove_references_to_object [email protected] // This object will now disappear when the player looks away
016F: create_particle 3 rotation_factor 0.0 size 0.7 intensity 1 flags 0 145 17 at [email protected] [email protected] [email protected]

:NONAME_985
0002: jump @NONAME_1587

:NONAME_992
00D6: if
0039: [email protected] == 4
004D: jump_if_false @NONAME_1587
000A: [email protected] += 4
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000E: [email protected] -= 4
00D6: if
8039: not [email protected] == 0
004D: jump_if_false @NONAME_1587
000A: [email protected] += 8
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
000E: [email protected] -= 8
0AEC: [email protected] = object_struct [email protected] handle
0093: [email protected] = integer [email protected] to_float
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
0984: [email protected] = object [email protected] model
01BC: put_object [email protected] at 0.0 0.0 3000.0
0087: [email protected] = [email protected] // (float)
000A: [email protected] += 12
0A8C: write_memory [email protected] size 4 value 0 virtual_protect 0
000E: [email protected] -= 12
000F: [email protected] -= 0.88
0208: [email protected] = random_float_in_ranges 0.0 360.0
0107: [email protected] = create_object [email protected] at [email protected] [email protected] [email protected]
0382: set_object [email protected] collision_detection 0
08D2: object [email protected] scale_model 0.85
0453: set_object [email protected] XYZ_rotation 90.0 -3.0 [email protected]
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.2 0.0 0.0
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset -0.2 0.0 0.0
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected]
0087: [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]
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.07 0.0
0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 -0.07 0.0
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
0509: [email protected] = distance_between_XY [email protected] [email protected] and_XY [email protected] [email protected]
0087: [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]
000B: [email protected] += 90.0
0453: set_object [email protected] XYZ_rotation [email protected] [email protected] [email protected]
0908: set_object [email protected] turn_mass_to [email protected] // float
0906: set_object [email protected] mass_to 539.0 // float
01C4: remove_references_to_object [email protected] // This object will now disappear when the player looks away
016F: create_particle 3 rotation_factor 0.0 size 0.8 intensity 1 flags 255 71 16 at [email protected] [email protected] [email protected]

:NONAME_1587
000A: [email protected] += 32
0019: [email protected] > 9950752
004D: jump_if_false @NONAME_394
00D6: if
0AE3: [email protected] = random_object_near_point 0.0 0.0 0.0 in_radius 5000.0 find_next 0 //IF and SET
004D: jump_if_false @NONAME_2609

:NONAME_1649
0907: get_object [email protected] mass_to [email protected] // float
00D6: if
0043: [email protected] == 539.0
004D: jump_if_false @NONAME_2575
00D6: if
09CC: object [email protected] model_is 1248
004D: jump_if_false @NONAME_1888
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]
00D6: if 5
8031: not [email protected] >= 1.5
80DF: not actor $PLAYER_ACTOR driving
86B9: not cutscene_data_loaded
80E1: not player 0 pressed_key 6
8A0C: not player 0 on_jetpack
03EE: player 0 controllable
004D: jump_if_false @NONAME_1825
0909: get_object [email protected] turn_mass_to [email protected] // float
0092: [email protected] = float [email protected] to_integer
0109: player 0 money = [email protected]
0108: destroy_object [email protected]
0002: jump @NONAME_1881

:NONAME_1825
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
000B: [email protected] += 0.5
016F: create_particle 3 rotation_factor 0.0 size 0.7 intensity 1 flags 0 145 17 at [email protected] [email protected] [email protected]

:NONAME_1881
0002: jump @NONAME_2575

:NONAME_1888
0006: [email protected] = 321

:NONAME_1896
00D6: if
0039: [email protected] == 370
004D: jump_if_false @NONAME_1922
0002: jump @NONAME_1969

:NONAME_1922
00D6: if
09CC: object [email protected] model_is [email protected]
004D: jump_if_false @NONAME_1962
0006: [email protected] = 1
0002: jump @NONAME_1991
0002: jump @NONAME_1969

:NONAME_1962
0006: [email protected] = 0

:NONAME_1969
000A: [email protected] += 1
0019: [email protected] > 371
004D: jump_if_false @NONAME_1896

:NONAME_1991
00D6: if
0039: [email protected] == 1
004D: jump_if_false @NONAME_2575
0006: [email protected] = 0
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]
050A: [email protected] = distance_between_XYZ [email protected] [email protected] [email protected] and_XYZ [email protected] [email protected] [email protected]
00D6: if 5
8031: not [email protected] >= 1.5
80DF: not actor $PLAYER_ACTOR driving
86B9: not cutscene_data_loaded
80E1: not player 0 pressed_key 6
8A0C: not player 0 on_jetpack
03EE: player 0 controllable
004D: jump_if_false @NONAME_2519
0984: [email protected] = object [email protected] model
0006: [email protected] = 1

:NONAME_2124
00D6: if 22
0039: [email protected] == 19
0039: [email protected] == 20
0039: [email protected] == 21
004D: jump_if_false @NONAME_2163
0002: jump @NONAME_2197

:NONAME_2163
0781: get_weapon_with_ID [email protected] model_to [email protected]
00D6: if
003B: [email protected] == [email protected] // (int)
004D: jump_if_false @NONAME_2197
0002: jump @NONAME_2218

:NONAME_2197
000A: [email protected] += 1
0019: [email protected] > 46
004D: jump_if_false @NONAME_2124

:NONAME_2218
0782: get_weapon_with_ID [email protected] weapon_group_to [email protected]
000A: [email protected] += 1
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot [email protected] weapon [email protected] ammo [email protected] model [email protected]
00D6: if
8019: not [email protected] > 0
004D: jump_if_false @NONAME_2307
0909: get_object [email protected] turn_mass_to [email protected] // float
0092: [email protected] = float [email protected] to_integer
01B2: give_actor $PLAYER_ACTOR weapon [email protected] ammo [email protected] // Load the weapon model before using this
0108: destroy_object [email protected]
0002: jump @NONAME_2512

:NONAME_2307
00D6: if
003B: [email protected] == [email protected] // (int)
004D: jump_if_false @NONAME_2376
0909: get_object [email protected] turn_mass_to [email protected] // float
0092: [email protected] = float [email protected] to_integer
0A8E: [email protected] = [email protected] + [email protected] // int
017B: set_actor $PLAYER_ACTOR weapon [email protected] ammo_to [email protected]
0108: destroy_object [email protected]
0002: jump @NONAME_2512

:NONAME_2376
00D6: if
88FE: not text_box_displayed
004D: jump_if_false @NONAME_2400
03E5: show_text_box 'PU_CF1' // Press ~k~~PED_ANSWER_PHONE~ to pick up this weapon. It will replace any weapon you have of the same type.

:NONAME_2400
00D6: if
00E1: player 0 pressed_key 4
004D: jump_if_false @NONAME_2456
0909: get_object [email protected] turn_mass_to [email protected] // float
0092: [email protected] = float [email protected] to_integer
01B2: give_actor $PLAYER_ACTOR weapon [email protected] ammo [email protected] // Load the weapon model before using this
0108: destroy_object [email protected]
0002: jump @NONAME_2512

:NONAME_2456
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
000B: [email protected] += 0.2
016F: create_particle 3 rotation_factor 0.8 size 0.8 intensity 1 flags 255 71 16 at [email protected] [email protected] [email protected]

:NONAME_2512
0002: jump @NONAME_2575

:NONAME_2519
01BB: store_object [email protected] position_to [email protected] [email protected] [email protected]
000B: [email protected] += 0.2
016F: create_particle 3 rotation_factor 0.0 size 0.8 intensity 1 flags 255 71 16 at [email protected] [email protected] [email protected]

:NONAME_2575
8AE3: not [email protected] = random_object_near_point 0.0 0.0 0.0 in_radius 5000.0 find_next 1 //IF and SET
004D: jump_if_false @NONAME_1649

:NONAME_2609
0002: jump @NONAME_2


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It's DK22pac, i don't think he's got the time for 1 person, he's working hard on a lot of projects x)

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