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aper78

call scm function

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aper78

hello every one i need one help this is my script which I wanted to port to Android version but i dont know how to remove this call scm function opcode please any one help me

Quote

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread "JARVIS" 
0001: wait 0 ms 

:JARVIS_14
0001: wait 0 ms 
00D6: if and
0AB0:   key_pressed 17 
0AB0:   key_pressed 74 
004D: jump_if_false @JARVIS_14 
0ACA: show_text_box "HELP! ~G~ME JARVIS~S~" 
0001: wait 2000 ms 
04ED: load_animation "MIRONMAN" 
04ED: load_animation "JARVISTECH" 
0ACA: show_text_box "OK! ~G~SIR!" 
023C: load_special_actor 'IMM3' as 9 // models 290-299 
038B: load_requested_models 

:JARVIS_123
823D:   not special_actor 9 loaded 
004D: jump_if_false @JARVIS_145 
0001: wait 0 ms 
0002: jump @JARVIS_123 

:JARVIS_145
0001: wait 0 ms 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 10.0 1.0 
009A: $JARVIS = create_actor_pedtype 8 model #SPECIAL09 at [email protected] [email protected] [email protected] 
0001: wait 40 ms 
0296: unload_special_actor 9 
0631: put_actor $JARVIS in_group $PLAYER_GROUP 
02AB: set_actor $JARVIS immunities BP 1 FP 1 EP 1 CP 1 MP 1 
0AAC: $JARVISON = load_audiostream "CLEO\SFX\ONLINE.MP3" 
0AAC: $PERF = load_audiostream "CLEO\SFX\PERFORMANCE.MP3" 
0AAC: $TRANS = load_audiostream "CLEO\SFX\TOVEH.MP3" 
0AAD: set_mp3 $PERF perform_action 1 

:JARVIS_317
0001: wait 0 ms 
00D6: if 
0118:   actor $JARVIS dead 
004D: jump_if_false @JARVIS_361 
034F: destroy_actor_with_fade $JARVIS 
0001: wait 500 ms 
0002: jump @JARVIS_14 
0002: jump @JARVIS_397 

:JARVIS_361
00D6: if and
0AB0:   key_pressed 17 
0AB0:   key_pressed 74 
004D: jump_if_false @JARVIS_397 
034F: destroy_actor_with_fade $JARVIS 
0001: wait 500 ms 
0002: jump @JARVIS_14 

:JARVIS_397
00D6: if and
0104:   actor $PLAYER_ACTOR near_actor $JARVIS radius 2.0 2.0 2.0 sphere 0 
0AB0:   key_pressed 84 
004D: jump_if_false @JARVIS_710 
0619: enable_actor $PLAYER_ACTOR collision_detection 0 
0619: enable_actor $JARVIS collision_detection 0 
0001: wait 100 ms 
04C4: store_coords_to $AV1 $AV2 $AV3 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 
00A1: put_actor $JARVIS at $AV1 $AV2 $AV3 
0001: wait 40 ms 
0172: $ANGLE_LOOK = actor $JARVIS Z_angle 
0173: set_actor $PLAYER_ACTOR Z_angle_to $ANGLE_LOOK 
0AAD: set_mp3 $TRANS perform_action 1 
0004: $BREAK = 0 
0812: AS_actor $PLAYER_ACTOR perform_animation "ETS" IFP "JARVISTECH" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 
0812: AS_actor $JARVIS perform_animation "IM_IDLEMENU" IFP "MIRONMAN" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB 

:JARVIS_612
0009: $BREAK += 5.0 
0393: actor $JARVIS perform_animation "IM_IDLEMENU" at 0.07 times_normal_rate 
0001: wait 0 ms 
0042:   $BREAK == 330.0 
004D: jump_if_false @JARVIS_612 
0619: enable_actor $PLAYER_ACTOR collision_detection 1 
0AAD: set_mp3 $JARVISON perform_action 1 
034F: destroy_actor_with_fade $JARVIS 
0792: disembark_instantly_actor $PLAYER_ACTOR 
09C7: change_player $PLAYER_CHAR model_to #SPECIAL09 
0001: wait 500 ms 
0002: jump @JARVIS_14 

:JARVIS_710
00D6: if 
0818:   actor $PLAYER_ACTOR in_air 
004D: jump_if_false @JARVIS_1703 
0812: AS_actor $JARVIS perform_animation "IM_FALLG" IFP "MIRONMAN" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0001: wait 500 ms 
0812: AS_actor $JARVIS perform_animation "IM_FLYIDLE" IFP "MIRONMAN" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
083C: set_actor $JARVIS velocity_in_direction_XYZ 0.0 0.0 40.0 
0001: wait 100 ms 
0107: [email protected] = create_object 3106 at 0.0 0.0 0.0 
0107: [email protected] = create_object 3106 at 0.0 0.0 0.0 
0001: wait 400 ms 
0382: set_object [email protected] collision_detection 0 
0382: set_object [email protected] collision_detection 0 
08D2: object [email protected] scale_model 0.001 
08D2: object [email protected] scale_model 0.001 
070A: AS_actor $JARVIS attach_to_object [email protected] offset 0.12 0.0 0.0 on_bone 9 16 perform_animation "NULL" IFP_file "NULL" time 1 
069A: attach_object [email protected] to_object [email protected] with_offset -0.01 0.0 0.18 rotation 0.0 1.0 0.0 
066E: create_particle "JETPACK" attached_to_object [email protected] with_offset 0.08 0.0 0.0 rotation 0.0 0.0 0.0 flag 1 store_to [email protected] 
064C: make_particle [email protected] visible 
066E: create_particle "JETPACK" attached_to_object [email protected] with_offset 0.08 0.0 0.0 rotation 0.0 0.0 0.0 flag 1 store_to [email protected] 
064C: make_particle [email protected] visible 

:JARVIS_1109
0AB1: call_scm_func @JARVIS_1784 9 0.0 0.0 0.0 1.0 1.5 1.0 $JARVIS $PLAYER_ACTOR 5.2 
0812: AS_actor $JARVIS perform_animation "IM_FLYIDLE" IFP "MIRONMAN" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0050: gosub @JARVIS_1971 
00D6: if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @JARVIS_1630 
00D6: if 
80DF:   not actor $PLAYER_ACTOR driving 
004D: jump_if_false @JARVIS_1630 
0004: $KEYS_ARE_PRESSED = 1 

:JARVIS_1255
0038:   $KEYS_ARE_PRESSED == 1 
004D: jump_if_false @JARVIS_1623 
0812: AS_actor $JARVIS perform_animation "IM_FLYIDLEF" IFP "MIRONMAN" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0AB1: call_scm_func @JARVIS_1784 9 0.0 0.0 0.0 1.0 1.5 1.0 $JARVIS $PLAYER_ACTOR 5.2 

:JARVIS_1363
0611:   actor $PLAYER_ACTOR performing_animation "IM_FLYFAST" 
004D: jump_if_false @JARVIS_1568 
0812: AS_actor $JARVIS perform_animation "IM_FLYFAST" IFP "MIRONMAN" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 
0AB1: call_scm_func @JARVIS_1784 9 0.0 0.0 0.0 -1.0 -0.2 1.0 $JARVIS $PLAYER_ACTOR 50.0 
00D6: if 
8611:   not actor $PLAYER_ACTOR performing_animation "IM_FLYFAST" 
004D: jump_if_false @JARVIS_1550 
0812: AS_actor $JARVIS perform_animation "IM_FLYIDLE" IFP "MIRONMAN" framedelta 4.0 loopA 1 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:JARVIS_1550
0001: wait 0 ms 
0050: gosub @JARVIS_1971 
0002: jump @JARVIS_1363 

:JARVIS_1568
0050: gosub @JARVIS_1971 
00D6: if or
00E1:   player 0 pressed_key 0 
00E1:   player 0 pressed_key 1 
004D: jump_if_false @JARVIS_1605 
0002: jump @JARVIS_1612 

:JARVIS_1605
0004: $KEYS_ARE_PRESSED = 0 

:JARVIS_1612
0001: wait 0 ms 
0002: jump @JARVIS_1255 

:JARVIS_1623
0004: $KEYS_ARE_PRESSED = 0 

:JARVIS_1630
0001: wait 0 ms 
0819: TIMERB = actor $PLAYER_ACTOR distance_from_ground 
0023:   1.5 > TIMERB 
004D: jump_if_false @JARVIS_1109 
0050: gosub @JARVIS_1710 
0792: disembark_instantly_actor $JARVIS 
0812: AS_actor $JARVIS perform_animation "NULL" IFP "NULL" framedelta 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB 

:JARVIS_1703
0002: jump @JARVIS_317 

:JARVIS_1710
0001: wait 0 ms 
064E: stop_particle [email protected] 
0650: destroy_particle [email protected] 
064E: stop_particle [email protected] 
0650: destroy_particle [email protected] 
00D6: if 
0248:   model #CELLPHONE available 
004D: jump_if_false @JARVIS_1782 
070B: set_actor $PLAYER_ACTOR onbone_attached_object_operation 0 
01BC: put_object [email protected] at 2208.754 -1199.982 23.9621 
0249: release_model #CELLPHONE 

:JARVIS_1782
0051: return 

:JARVIS_1784
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
0085: [email protected] = [email protected] // (int) 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset [email protected] [email protected] [email protected] 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset [email protected] [email protected] [email protected] 
0063: [email protected] -= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0063: [email protected] -= [email protected] // (float) 
0013: [email protected] *= [email protected] 
0013: [email protected] *= [email protected] 
0013: [email protected] *= [email protected] 
083C: set_actor $JARVIS velocity_in_direction_XYZ [email protected] [email protected] [email protected] 
0AB2: 0 ret 
0A93: end_custom_thread 

:JARVIS_1971
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $JARVIS with_offset 0.0 0.0 0.0 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 
0063: [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] 
0173: set_actor $JARVIS Z_angle_to [email protected] 
0051: return 
 

 

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