Maleven Posted May 1, 2020 Share Posted May 1, 2020 (edited) // This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013 {$CLEO .cs} //-------------MAIN--------------- {0} 0000: NOP {2} 0001: wait 10 ms {7} 0050: gosub @NONAME_4277 {14} 0A9F: 30@ = current_thread_pointer {19} 000A: 30@ += 16 {26} 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 {38} 000E: 30@ -= -5006 {48} 0AB3: var 250 = 0 {55} 0006: 7@ = 0 {62} 0006: 9@ = 0 :NONAME_69 {69} 0001: wait 0 ms {73} 00D6: if {77} 0256: player 0 defined {81} 004D: jump_if_false @NONAME_1544 {88} 0A8D: 30@ = read_memory 9867536 size 4 virtual_protect 0 {102} 0A8D: 31@ = read_memory 9867540 size 2 virtual_protect 0 {116} 00D6: if {120} 05AE: [email protected] == "MMM" // @s == 'short' {133} 004D: jump_if_false @NONAME_1537 {140} 0A8C: write_memory 9867536 size 4 value 0 virtual_protect 0 {153} 00D6: if {157} 0039: 9@ == 0 {164} 004D: jump_if_false @NONAME_1459 {171} 016A: fade 0 time 500 :NONAME_178 {178} 0001: wait 0 ms {182} 816B: not fading {184} 004D: jump_if_false @NONAME_178 {191} 023C: load_special_actor 'invsb' as 1 // models 290-299 {204} 038B: load_requested_models :NONAME_206 {206} 00D6: if {210} 823D: not special_actor 1 loaded {214} 004D: jump_if_false @NONAME_232 {221} 0001: wait 0 ms {225} 0002: jump @NONAME_206 :NONAME_232 {232} 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01 {240} 0296: unload_special_actor 1 {244} 0812: AS_actor $PLAYER_ACTOR perform_animation "Kakashi_idle" IFP "PED" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 1 time -1 // versionB {283} 04D7: set_actor $PLAYER_ACTOR locked 1 {290} 015A: restore_camera {292} 02EB: restore_camera_with_jumpcut {294} 02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 {309} 0619: enable_actor $PLAYER_ACTOR collision_detection 0 {316} 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 {323} 0992: set_player $PLAYER_CHAR weapons_scrollable 0 {330} 032A: set_behind_camera_mode_to 1 {334} 0826: enable_hud 0 {338} 0581: enable_radar 0 {342} 04ED: load_animation "FIGHT_C" {353} 0390: load_txd_dictionary 'TXDNA' {364} 038F: load_texture "NALEFT" as 1 // Load dictionary with 0390 first {376} 038F: load_texture "NARIGH" as 2 // Load dictionary with 0390 first {388} 038F: load_texture "NALOG" as 10 // Load dictionary with 0390 first {399} 038F: load_texture "SELCHAR" as 13 // Load dictionary with 0390 first {412} 038F: load_texture "CHARN" as 14 // Load dictionary with 0390 first {423} 038F: load_texture "CHARU" as 15 // Load dictionary with 0390 first {434} 038F: load_texture "CHARS" as 16 // Load dictionary with 0390 first {445} 038F: load_texture "CHARK" as 17 // Load dictionary with 0390 first {456} 038F: load_texture "TXDNA" as 3 // Load dictionary with 0390 first {467} 038F: load_texture "TXDSA" as 4 // Load dictionary with 0390 first {478} 038F: load_texture "TXDSK" as 5 // Load dictionary with 0390 first {489} 038F: load_texture "TXDKK" as 6 // Load dictionary with 0390 first {500} 038B: load_requested_models :NONAME_502 {502} 84EE: not animation "FIGHT_C" loaded {513} 004D: jump_if_false @NONAME_531 {520} 0001: wait 0 ms {524} 0002: jump @NONAME_502 :NONAME_531 {531} 016A: fade 1 time 400 {538} 015D: set_gamespeed 0.4 {545} 0006: 24@ = 1 {552} 0050: gosub @NONAME_2912 :NONAME_559 {559} 00D6: if {563} 0256: player 0 defined {567} 004D: jump_if_false @NONAME_1189 {574} 0050: gosub @NONAME_1662 {581} 0050: gosub @NONAME_2468 {588} 04C4: store_coords_to 1@ 2@ 3@ from_actor 27@ with_offset -1.0 -0.65 -0.4 {617} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {642} 038D: draw_texture 2 position 4@ 5@ size 50.0 50.0 RGBA 255 255 255 255 {674} 04C4: store_coords_to 1@ 2@ 3@ from_actor 27@ with_offset 1.0 -0.65 -0.4 {703} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {728} 038D: draw_texture 1 position 4@ 5@ size 50.0 50.0 RGBA 255 255 255 255 {760} 00D6: if {764} 00E1: player 0 pressed_key 11 {770} 004D: jump_if_false @NONAME_784 {777} 0050: gosub @NONAME_2598 :NONAME_784 {784} 00D6: if {788} 00E1: player 0 pressed_key 10 {794} 004D: jump_if_false @NONAME_808 {801} 0050: gosub @NONAME_2870 :NONAME_808 {808} 00D6: if {812} 00E1: player 0 pressed_key 15 {818} 004D: jump_if_false @NONAME_832 {825} 0002: jump @NONAME_1207 :NONAME_832 {832} 00D6: if {836} 00E1: player 0 pressed_key 0 {842} 004D: jump_if_false @NONAME_1151 {849} 0494: get_joystick 0 direction_offset_to 10@ 11@ 11@ 11@ {865} 00D6: if {869} 0019: 10@ > 0 {876} 004D: jump_if_false @NONAME_963 {883} 000A: 24@ += 1 {890} 00D6: if and {894} 056D: actor 27@ defined {899} 056D: actor 28@ defined {904} 056D: actor 29@ defined {909} 004D: jump_if_false @NONAME_931 {916} 009B: destroy_actor 27@ {921} 009B: destroy_actor 28@ {926} 009B: destroy_actor 29@ :NONAME_931 {931} 00D6: if {935} 0019: 24@ > 4 {942} 004D: jump_if_false @NONAME_956 {949} 0006: 24@ = 1 :NONAME_956 {956} 0002: jump @NONAME_1054 :NONAME_963 {963} 00D6: if {967} 001B: 0 > 10@ {974} 004D: jump_if_false @NONAME_1054 {981} 000E: 24@ -= 1 {988} 00D6: if and {992} 056D: actor 27@ defined {997} 056D: actor 28@ defined {1002} 056D: actor 29@ defined {1007} 004D: jump_if_false @NONAME_1029 {1014} 009B: destroy_actor 27@ {1019} 009B: destroy_actor 28@ {1024} 009B: destroy_actor 29@ :NONAME_1029 {1029} 00D6: if {1033} 001B: 1 > 24@ {1040} 004D: jump_if_false @NONAME_1054 {1047} 0006: 24@ = 4 :NONAME_1054 {1054} 0050: gosub @NONAME_2912 {1061} 0006: TIMERB = 0 :NONAME_1068 {1068} 00E1: player 0 pressed_key 0 {1074} 004D: jump_if_false @NONAME_1151 {1081} 0001: wait 0 ms {1085} 00D6: if {1089} 0019: TIMERB > 1100 {1097} 004D: jump_if_false @NONAME_1144 {1104} 0050: gosub @NONAME_2741 {1111} 00D6: if {1115} 00E1: player 0 pressed_key 4 {1121} 004D: jump_if_false @NONAME_1144 {1128} 0A1E: dump_screen 1 {1132} 0001: wait 1000 ms {1137} 015D: set_gamespeed 0.4 :NONAME_1144 {1144} 0002: jump @NONAME_1068 :NONAME_1151 {1151} 00D6: if {1155} 00E1: player 0 pressed_key 16 {1161} 004D: jump_if_false @NONAME_1182 {1168} 0006: 7@ = 1 {1175} 0002: jump @NONAME_1207 :NONAME_1182 {1182} 0002: jump @NONAME_1196 :NONAME_1189 {1189} 0002: jump @NONAME_1207 :NONAME_1196 {1196} 0001: wait 0 ms {1200} 0002: jump @NONAME_559 :NONAME_1207 {1207} 016A: fade 0 time 500 :NONAME_1214 {1214} 0001: wait 0 ms {1218} 816B: not fading {1220} 004D: jump_if_false @NONAME_1214 {1227} 00D6: if {1231} 0039: 7@ == 1 {1238} 004D: jump_if_false @NONAME_1333 {1245} 00D6: if {1249} 056D: actor 27@ defined {1254} 004D: jump_if_false @NONAME_1326 {1261} 0665: get_actor 27@ model_to 20@ {1269} 0247: load_model 20@ {1274} 038B: load_requested_models {1276} 0001: wait 0 ms {1280} 09C7: change_player $PLAYER_CHAR model_to 20@ {1288} 0792: disembark_instantly_actor $PLAYER_ACTOR {1293} 0249: release_model 20@ {1298} 0489: set_actor $PLAYER_ACTOR muted 1 {1305} 0006: 9@ = 1 {1312} 0AB3: var 250 = 1 {1319} 0050: gosub @NONAME_3522 :NONAME_1326 {1326} 0002: jump @NONAME_1345 :NONAME_1333 {1333} 09C7: change_player $PLAYER_CHAR model_to #NULL {1340} 0792: disembark_instantly_actor $PLAYER_ACTOR :NONAME_1345 {1345} 009B: destroy_actor 27@ {1350} 009B: destroy_actor 28@ {1355} 009B: destroy_actor 29@ {1360} 0391: release_textures {1362} 04EF: release_animation "FIGHT_C" {1373} 0826: enable_hud 1 {1377} 0581: enable_radar 1 {1381} 03F0: enable_text_draw 0 {1385} 015A: restore_camera {1387} 02EB: restore_camera_with_jumpcut {1389} 04D7: set_actor $PLAYER_ACTOR locked 0 {1396} 0619: enable_actor $PLAYER_ACTOR collision_detection 1 {1403} 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 {1418} 015D: set_gamespeed 1.0 {1425} 0992: set_player $PLAYER_CHAR weapons_scrollable 1 {1432} 016A: fade 1 time 500 :NONAME_1439 {1439} 0001: wait 0 ms {1443} 816B: not fading {1445} 004D: jump_if_false @NONAME_1439 {1452} 0002: jump @NONAME_1537 :NONAME_1459 {1459} 00D6: if {1463} 0039: 9@ == 1 {1470} 004D: jump_if_false @NONAME_1537 {1477} 0792: disembark_instantly_actor $PLAYER_ACTOR {1482} 09C7: change_player $PLAYER_CHAR model_to #NULL {1489} 0489: set_actor $PLAYER_ACTOR muted 0 {1496} 0050: gosub @NONAME_3806 {1503} 0245: set_actor $PLAYER_ACTOR walk_style_to "PLAYER" {1516} 0006: 9@ = 0 {1523} 0006: 7@ = 0 {1530} 0AB3: var 250 = 0 :NONAME_1537 {1537} 0002: jump @NONAME_1655 :NONAME_1544 {1544} 00D6: if {1548} 0039: 9@ == 1 {1555} 004D: jump_if_false @NONAME_1655 :NONAME_1562 {1562} 816B: not fading {1564} 004D: jump_if_false @NONAME_1582 {1571} 0001: wait 0 ms {1575} 0002: jump @NONAME_1562 :NONAME_1582 {1582} 0001: wait 0 ms {1586} 816B: not fading {1588} 004D: jump_if_false @NONAME_1582 {1595} 0792: disembark_instantly_actor $PLAYER_ACTOR {1600} 09C7: change_player $PLAYER_CHAR model_to #NULL {1607} 0489: set_actor $PLAYER_ACTOR muted 0 {1614} 0050: gosub @NONAME_3806 {1621} 0245: set_actor $PLAYER_ACTOR walk_style_to "PLAYER" {1634} 0006: 9@ = 0 {1641} 0006: 7@ = 0 {1648} 0AB3: var 250 = 0 :NONAME_1655 {1655} 0002: jump @NONAME_69 :NONAME_1662 {1662} 03F0: enable_text_draw 1 {1666} 03E3: set_texture_to_be_drawn_antialiased 1 {1670} 038D: draw_texture 13 position 145.0 65.0 size 280.0 100.0 RGBA 255 255 255 255 {1706} 00D6: if {1710} 0039: 24@ == 1 {1717} 004D: jump_if_false @NONAME_1896 {1724} 04C4: store_coords_to 1@ 2@ 3@ from_actor 28@ with_offset 0.0 0.0 -1.1 {1753} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {1778} 038D: draw_texture 17 position 4@ 5@ size 65.0 20.5 RGBA 255 255 255 255 {1810} 04C4: store_coords_to 1@ 2@ 3@ from_actor 29@ with_offset 0.0 0.0 -1.1 {1839} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {1864} 038D: draw_texture 15 position 4@ 5@ size 65.0 20.5 RGBA 255 255 255 255 :NONAME_1896 {1896} 00D6: if {1900} 0039: 24@ == 2 {1907} 004D: jump_if_false @NONAME_2086 {1914} 04C4: store_coords_to 1@ 2@ 3@ from_actor 28@ with_offset 0.0 0.0 -1.1 {1943} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {1968} 038D: draw_texture 14 position 4@ 5@ size 65.0 20.5 RGBA 255 255 255 255 {2000} 04C4: store_coords_to 1@ 2@ 3@ from_actor 29@ with_offset 0.0 0.0 -1.1 {2029} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {2054} 038D: draw_texture 16 position 4@ 5@ size 65.0 20.5 RGBA 255 255 255 255 :NONAME_2086 {2086} 00D6: if {2090} 0039: 24@ == 3 {2097} 004D: jump_if_false @NONAME_2276 {2104} 04C4: store_coords_to 1@ 2@ 3@ from_actor 28@ with_offset 0.0 0.0 -1.1 {2133} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {2158} 038D: draw_texture 15 position 4@ 5@ size 65.0 20.5 RGBA 255 255 255 255 {2190} 04C4: store_coords_to 1@ 2@ 3@ from_actor 29@ with_offset 0.0 0.0 -1.1 {2219} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {2244} 038D: draw_texture 17 position 4@ 5@ size 65.0 20.5 RGBA 255 255 255 255 :NONAME_2276 {2276} 00D6: if {2280} 0039: 24@ == 4 {2287} 004D: jump_if_false @NONAME_2466 {2294} 04C4: store_coords_to 1@ 2@ 3@ from_actor 28@ with_offset 0.0 0.0 -1.1 {2323} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {2348} 038D: draw_texture 16 position 4@ 5@ size 65.0 20.5 RGBA 255 255 255 255 {2380} 04C4: store_coords_to 1@ 2@ 3@ from_actor 29@ with_offset 0.0 0.0 -1.1 {2409} 0AB1: call_scm_func @NONAME_3897 3 1@ 2@ 3@ 4@ 5@ {2434} 038D: draw_texture 14 position 4@ 5@ size 65.0 20.5 RGBA 255 255 255 255 :NONAME_2466 {2466} 0051: return :NONAME_2468 {2468} 03F0: enable_text_draw 1 {2472} 033F: set_text_draw_letter_size 0.5 1.5 {2484} 0340: set_text_draw_RGBA 180 180 180 255 {2498} 03E4: set_text_draw_align_right 0 {2502} 0345: enable_text_draw_background 0 {2506} 0343: set_text_draw_linewidth 200.0 {2513} 033E: set_draw_text_position 36.0 370.0 GXT 'NA_HELP' {2534} 033F: set_text_draw_letter_size 0.5 1.5 {2546} 0340: set_text_draw_RGBA 180 180 180 255 {2560} 03E4: set_text_draw_align_right 0 {2564} 0345: enable_text_draw_background 0 {2568} 0343: set_text_draw_linewidth 200.0 {2575} 033E: set_draw_text_position 36.0 390.0 GXT 'NA_CRED' {2596} 0051: return :NONAME_2598 {2598} 0937: text_draw_box_cornerA 90.0 130.0 cornerB 545.0 260.0 GXT_reference 'NONE11' style 4 {2631} 03E4: set_text_draw_align_right 0 {2635} 0342: set_text_draw_centered 0 {2639} 0343: set_text_draw_linewidth 505.0 {2646} 033E: set_draw_text_position 100.2 153.0 GXT 'HELPM2' {2667} 03E4: set_text_draw_align_right 0 {2671} 0342: set_text_draw_centered 0 {2675} 0343: set_text_draw_linewidth 505.0 {2682} 033E: set_draw_text_position 100.2 178.0 GXT 'HELPM3' {2703} 03E4: set_text_draw_align_right 0 {2707} 0342: set_text_draw_centered 0 {2711} 0343: set_text_draw_linewidth 505.0 {2718} 033E: set_draw_text_position 100.2 201.0 GXT 'HELPM4' {2739} 0051: return :NONAME_2741 {2741} 03F0: enable_text_draw 1 {2745} 0349: set_text_draw_font 0 {2749} 081C: draw_text_outline 2 RGBA 0 0 0 255 {2762} 033F: set_text_draw_letter_size 1.5 4.5 {2774} 03E4: set_text_draw_align_right 0 {2778} 0345: enable_text_draw_background 0 {2782} 0343: set_text_draw_linewidth 400.0 {2789} 033E: set_draw_text_position 36.0 50.0 GXT 'NAPIC1' {2810} 033F: set_text_draw_letter_size 0.5 1.5 {2822} 0340: set_text_draw_RGBA 180 180 180 255 {2836} 03E4: set_text_draw_align_right 0 {2840} 0343: set_text_draw_linewidth 200.0 {2847} 033E: set_draw_text_position 540.0 415.0 GXT 'NAPIC2' {2868} 0051: return :NONAME_2870 {2870} 03E3: set_texture_to_be_drawn_antialiased 1 {2874} 038D: draw_texture 10 position 320.0 240.0 size 250.0 250.0 RGBA 255 255 255 255 {2910} 0051: return :NONAME_2912 {2912} 00D6: if {2916} 0039: 24@ == 1 {2923} 004D: jump_if_false @NONAME_2978 {2930} 023C: load_special_actor 'NARUTO1' as 3 // models 290-299 {2943} 023C: load_special_actor 'KAKASH1' as 4 // models 290-299 {2956} 023C: load_special_actor 'SASUKE1' as 5 // models 290-299 {2969} 038B: load_requested_models {2971} 0050: gosub @NONAME_3205 :NONAME_2978 {2978} 00D6: if {2982} 0039: 24@ == 2 {2989} 004D: jump_if_false @NONAME_3044 {2996} 023C: load_special_actor 'SASUKE1' as 3 // models 290-299 {3009} 023C: load_special_actor 'NARUTO1' as 4 // models 290-299 {3022} 023C: load_special_actor 'SAKURA1' as 5 // models 290-299 {3035} 038B: load_requested_models {3037} 0050: gosub @NONAME_3205 :NONAME_3044 {3044} 00D6: if {3048} 0039: 24@ == 3 {3055} 004D: jump_if_false @NONAME_3110 {3062} 023C: load_special_actor 'SAKURA1' as 3 // models 290-299 {3075} 023C: load_special_actor 'SASUKE1' as 4 // models 290-299 {3088} 023C: load_special_actor 'KAKASH1' as 5 // models 290-299 {3101} 038B: load_requested_models {3103} 0050: gosub @NONAME_3205 :NONAME_3110 {3110} 00D6: if {3114} 0039: 24@ == 4 {3121} 004D: jump_if_false @NONAME_3176 {3128} 023C: load_special_actor 'KAKASH1' as 3 // models 290-299 {3141} 023C: load_special_actor 'SAKURA1' as 4 // models 290-299 {3154} 023C: load_special_actor 'NARUTO1' as 5 // models 290-299 {3167} 038B: load_requested_models {3169} 0050: gosub @NONAME_3205 :NONAME_3176 {3176} 00D6: if and {3180} 0019: 24@ > 4 {3187} 001B: 1 > 24@ {3194} 004D: jump_if_false @NONAME_3203 {3201} 0051: return :NONAME_3203 {3203} 0051: return :NONAME_3205 {3205} 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 -0.5 -0.4 {3234} 0395: clear_area 1 at 21@ 22@ 23@ radius 1.0 {3252} 0172: 6@ = actor $PLAYER_ACTOR Z_angle {3260} 000B: 6@ += 180.0 {3270} 009A: 27@ = create_actor_pedtype 4 model #SPECIAL03 at [email protected] [email protected] [email protected] {3289} 0173: set_actor 27@ Z_angle_to 6@ {3297} 0619: enable_actor 27@ collision_detection 0 {3304} 0812: AS_actor 27@ perform_animation "FIGHTC_SPAR" IFP "FIGHT_C" framedelta 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB {3346} 0296: unload_special_actor 3 {3350} 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset -2.0 1.3 -0.5 {3379} 0172: 6@ = actor $PLAYER_ACTOR Z_angle {3387} 000B: 6@ += 205.0 {3397} 009A: 28@ = create_actor_pedtype 4 model #SPECIAL04 at [email protected] [email protected] [email protected] {3416} 0173: set_actor 28@ Z_angle_to 6@ {3424} 0619: enable_actor 28@ collision_detection 0 {3431} 0296: unload_special_actor 4 {3435} 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 2.0 1.3 -0.5 {3464} 0172: 6@ = actor $PLAYER_ACTOR Z_angle {3472} 000B: 6@ += 155.0 {3482} 009A: 29@ = create_actor_pedtype 4 model #SPECIAL05 at [email protected] [email protected] [email protected] {3501} 0173: set_actor 29@ Z_angle_to 6@ {3509} 0619: enable_actor 29@ collision_detection 0 {3516} 0296: unload_special_actor 5 {3520} 0051: return :NONAME_3522 {3522} 0001: wait 0 ms {3526} 00D6: if {3530} 0039: 24@ == 1 {3537} 004D: jump_if_false @NONAME_3592 {3544} 0A92: create_custom_thread "JUTSUS\JUTS01.s" {3564} 0050: gosub @NONAME_3850 {3571} 0245: set_actor $PLAYER_ACTOR walk_style_to "naruto1" {3585} 0002: jump @NONAME_3804 :NONAME_3592 {3592} 00D6: if {3596} 0039: 24@ == 2 {3603} 004D: jump_if_false @NONAME_3658 {3610} 0A92: create_custom_thread "JUTSUS\JUTS02.s" {3630} 0050: gosub @NONAME_3850 {3637} 0245: set_actor $PLAYER_ACTOR walk_style_to "sasuke1" {3651} 0002: jump @NONAME_3804 :NONAME_3658 {3658} 00D6: if {3662} 0039: 24@ == 3 {3669} 004D: jump_if_false @NONAME_3724 {3676} 0A92: create_custom_thread "JUTSUS\JUTS03.s" {3696} 0050: gosub @NONAME_3850 {3703} 0245: set_actor $PLAYER_ACTOR walk_style_to "sakura1" {3717} 0002: jump @NONAME_3804 :NONAME_3724 {3724} 00D6: if {3728} 0039: 24@ == 4 {3735} 004D: jump_if_false @NONAME_3790 {3742} 0A92: create_custom_thread "JUTSUS\JUTS04.s" {3762} 0050: gosub @NONAME_3850 {3769} 0245: set_actor $PLAYER_ACTOR walk_style_to "kakshi1" {3783} 0002: jump @NONAME_3804 :NONAME_3790 {3790} 0002: jump @NONAME_3804 {3797} 0002: jump @NONAME_3522 :NONAME_3804 {3804} 0051: return :NONAME_3806 {3806} 0006: 13@ = 6330958 {3816} 0A8C: write_memory 13@ size 4 value 81036937 virtual_protect 1 {3830} 000A: 13@ += 4 {3837} 0A8C: write_memory 13@ size 2 value 0 virtual_protect 1 {3848} 0051: return :NONAME_3850 {3850} 0006: 13@ = 6330958 {3860} 0A8C: write_memory 13@ size 4 value -1869574000 virtual_protect 1 {3874} 000A: 13@ += 4 {3881} 0A8C: write_memory 13@ size 2 value 37008 virtual_protect 1 {3895} 0051: return :NONAME_3897 {3897} 0006: 18@ = 1 {3904} 0A9F: 19@ = current_thread_pointer {3909} 0AB1: call_scm_func @NONAME_4062 2 19@ 0 14@ {3927} 0AB1: call_scm_func @NONAME_4062 2 19@ 3 15@ {3945} 0AB1: call_scm_func @NONAME_4062 2 19@ 6 16@ {3963} 0AB1: call_scm_func @NONAME_4062 2 19@ 9 17@ {3981} 0AB1: call_scm_func @NONAME_4062 2 19@ 12 18@ {3999} 0AA5: call 7392816 num_params 6 pop 6 18@ 18@ 17@ 16@ 15@ 14@ {4029} 0AB1: call_scm_func @NONAME_4170 2 3@ 4@ 3@ 4@ {4051} 0AB2: 2 3@ 4@ ret :NONAME_4062 {4062} 00D6: if {4066} 8039: not 0@ == 0 {4073} 004D: jump_if_false @NONAME_4155 {4080} 0012: 1@ *= 4 {4087} 0A8E: 2@ = 0@ + 220 // int {4098} 00D6: if {4102} 0039: 2@ == 1 {4109} 004D: jump_if_false @NONAME_4133 {4116} 000A: 1@ += 10783072 {4126} 0002: jump @NONAME_4148 :NONAME_4133 {4133} 005A: 1@ += 0@ // (int) {4141} 000A: 1@ += 60 :NONAME_4148 {4148} 0002: jump @NONAME_4162 :NONAME_4155 {4155} 0006: 1@ = 0 :NONAME_4162 {4162} 0AB2: 1 1@ ret :NONAME_4170 {4170} 0007: 2@ = 640.0 {4180} 0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0 {4194} 0093: 4@ = integer 4@ to_float {4202} 0073: 2@ /= 4@ // (float) {4210} 006B: 0@ *= 2@ // (float) {4218} 0007: 3@ = 448.0 {4228} 0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0 {4242} 0093: 5@ = integer 5@ to_float {4250} 0073: 3@ /= 5@ // (float) {4258} 006B: 1@ *= 3@ // (float) {4266} 0AB2: 2 0@ 1@ ret :NONAME_4277 {4277} 00D6: if and {4281} 0AAB: file_exists "CLEO\SOUNDS\orioke.MP3" {4307} 0AAB: file_exists "CLEO\SOUNDS\kagebs.MP3" {4333} 0AAB: file_exists "CLEO\SOUNDS\poof.MP3" {4357} 0AAB: file_exists "CLEO\SOUNDS\poof1.MP3" {4382} 0AAB: file_exists "CLEO\SOUNDS\jutsu_enabled.MP3" {4415} 0AAB: file_exists "CLEO\SOUNDS\electric.MP3" {4443} 0AAB: file_exists "CLEO\SOUNDS\electrich.MP3" {4472} 004D: jump_if_false @NONAME_4904 {4479} 00D6: if and {4483} 0AAB: file_exists "CLEO\SOUNDS\ras_hit.MP3" {4510} 0AAB: file_exists "CLEO\SOUNDS\ras_ch.MP3" {4536} 0AAB: file_exists "CLEO\SOUNDS\ras_red.MP3" {4563} 0AAB: file_exists "CLEO\SOUNDS\ras_sp.MP3" {4589} 0AAB: file_exists "CLEO\SOUNDS\dash.MP3" {4613} 0AAB: file_exists "CLEO\SOUNDS\katong.MP3" {4639} 0AAB: file_exists "CLEO\SOUNDS\kuch_1.MP3" {4665} 004D: jump_if_false @NONAME_4888 {4672} 00D6: if and {4676} 0AAB: file_exists "CLEO\SOUNDS\kuch_2.MP3" {4702} 0AAB: file_exists "MODELS\TXD\TXDNA.txd" {4726} 0AAB: file_exists "CLEO\CLEO_TEXT\NARUTO.fxt" {4755} 0AAB: file_exists "CLEO\JUTSUS\JUTS01.s" {4779} 0AAB: file_exists "CLEO\JUTSUS\JUTS02.s" {4803} 0AAB: file_exists "CLEO\JUTSUS\JUTS03.s" {4827} 0AAB: file_exists "CLEO\JUTSUS\JUTS04.s" {4851} 004D: jump_if_false @NONAME_4872 {4858} 0002: jump @NONAME_4924 {4865} 0002: jump @NONAME_4881 :NONAME_4872 {4872} 0050: gosub @NONAME_4926 {4879} 0A93: end_custom_thread :NONAME_4881 {4881} 0002: jump @NONAME_4897 :NONAME_4888 {4888} 0050: gosub @NONAME_4926 {4895} 0A93: end_custom_thread :NONAME_4897 {4897} 0002: jump @NONAME_4913 :NONAME_4904 {4904} 0050: gosub @NONAME_4926 {4911} 0A93: end_custom_thread :NONAME_4913 {4913} 0001: wait 0 ms {4917} 0002: jump @NONAME_4277 :NONAME_4924 {4924} 0051: return :NONAME_4926 {4926} 0A9F: 30@ = current_thread_pointer {4931} 000A: 30@ += 16 {4938} 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 {4950} 000E: 30@ -= -4983 {4960} 0AA5: call 5802976 num_params 4 pop 4 0 0 0 30@ {4981} 0051: return hex {4983} 7E 72 7E 45 52 52 4F 52 5F 6D 69 73 73 69 6E 67 {4999} 5F 66 69 6C 65 73 00 4A 31 36 44 7E 6A 61 79 64 {5015} 30 30 A9 43 6F 70 79 72 69 67 68 74 47 54 41 4E {5031} 41 52 55 54 4F 4D 4F 44 41 6C 6C 72 69 67 68 74 {5047} 72 65 73 65 72 76 65 64 2E 77 77 77 2E 79 6F 75 {5063} 74 75 62 65 2E 63 6F 6D 2F 6A 31 36 64 Hello. I have a cleo mod that is activated by entering the code "NARUTO". I want to it to be activated by a single key press like "Z" or "X". I've tried using Sanny builder but no success. Your help assistance will be greatly appreciated. Edited May 1, 2020 by Maleven Insertion of code Link to comment Share on other sites More sharing options...
ZAZ Posted May 1, 2020 Share Posted May 1, 2020 replace this 0A8D: 30@ = read_memory 9867536 size 4 virtual_protect 0 0A8D: 31@ = read_memory 9867540 size 2 virtual_protect 0 00D6: if 05AE: 30@s == "MMM" // @s == 'short' 004D: jump_if_false @NONAME_1537 0A8C: write_memory 9867536 size 4 value 0 virtual_protect 0 with this if 0AB0: key_pressed 88// x key jf @NONAME_1537 single key press "X" CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
loger Posted July 14, 2020 Share Posted July 14, 2020 any one can help me how create new save point and money proprities collecter Link to comment Share on other sites More sharing options...
loger Posted July 14, 2020 Share Posted July 14, 2020 {$CLEO .cs} :DEMOTEXT 03A4: name_thread "DEMO" wait 1000 :DEMOTEXT_1 wait 0 if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DEMOTEXT_1 if 00E1: key_pressed 0 17 004D: jump_if_false @DEMOTEXT_1 00BA: text_styled 'FEM_OK' 1000 ms 1 032B: [email protected] = create_weapon_pickup #minigun 15 ammo 3000 at -1025.08 -914.74 14.2371 0A93: end_custom_thread is that true to spawn minigun? Link to comment Share on other sites More sharing options...
gokuta Posted July 24, 2020 Share Posted July 24, 2020 (edited) topic name indescriptive. no. you suck Edited July 24, 2020 by gokuta Link to comment Share on other sites More sharing options...
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