MichaelAce Posted June 21, 2017 Share Posted June 21, 2017 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_20001: 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_460A97: [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_3548AE2: 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_3840006: [email protected] = 9930944 :NONAME_3940085: [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_9850002: jump @NONAME_1587 :NONAME_99200D6: 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_1587000A: [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_16490907: 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_182501BB: 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_18810002: jump @NONAME_2575 :NONAME_18880006: [email protected] = 321 :NONAME_189600D6: if 0039: [email protected] == 370 004D: jump_if_false @NONAME_1922 0002: jump @NONAME_1969 :NONAME_192200D6: 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_19620006: [email protected] = 0 :NONAME_1969000A: [email protected] += 1 0019: [email protected] > 371 004D: jump_if_false @NONAME_1896 :NONAME_199100D6: 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_212400D6: 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_21630781: 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_2197000A: [email protected] += 1 0019: [email protected] > 46 004D: jump_if_false @NONAME_2124 :NONAME_22180782: 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_230700D6: 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_237600D6: 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_240000D6: 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_245601BB: 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_25120002: jump @NONAME_2575 :NONAME_251901BB: 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_25758AE3: 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_26090002: jump @NONAME_2 Link to comment Share on other sites More sharing options...
Jack Posted June 22, 2017 Share Posted June 22, 2017 Ask the author for the permission to modify the code. Maybe he'll even do it for you. Wanted Level Editor Gore Level Effect [III] My YouTube Channel Link to comment Share on other sites More sharing options...
MichaelAce Posted June 22, 2017 Author Share Posted June 22, 2017 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) Link to comment Share on other sites More sharing options...