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Cleo Scripting help


Maleven
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// 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 by Maleven
Insertion of code
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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"

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  • 2 months later...

{$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?

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  • 2 weeks later...

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