{$VERSION 3.1.0023} {$CLEO .cs} thread 'artfsun' :start wait 0 //jump @start if 00E1: player 0 pressed_key 17 jf @start 0006: 32@ = 0 0006: 33@ = 2400 0337: set_actor $PLAYER_ACTOR visibility 0 04D7: set_actor $PLAYER_ACTOR locked 1 02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@ 04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.5 0.0 000B: 2@ += 26.0 015F: set_camera_position 0@ 1@ 2@ rotation 0.0 0.0 0.0 0160: set_camera_point_at 3@ 4@ 5@ mode 2 0A8C: write_memory 0x863984 size 4 value 0.0003 virtual_protect 1 if 0AAB: file_exists "CLEO\money.s" then 0A92: create_custom_thread "money.s" end :loop wait 0 if 80E1: not player 0 pressed_key 17 then 0337: set_actor $PLAYER_ACTOR visibility 1 02EB: restore_camera_with_jumpcut 04D7: set_actor $PLAYER_ACTOR locked 0 0A8C: write_memory 0x863984 size 4 value 0.008 virtual_protect 1 if 0AAB: file_exists "CLEO\money.s" then 0ABA: end_custom_thread_named 'money' end jump @start end if 0019: 32@ > 250 then 0006: 32@ = 0 for 7@ = 0 to 9 0208: 0@ = random_float_in_ranges -15.0 15.0 0208: 1@ = random_float_in_ranges -10.0 10.0 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0@ 1@ -0.3 00A0: store_actor $PLAYER_ACTOR position_to 3@ 4@ 5@ 0063: 3@ -= 0@ // (float) 0063: 4@ -= 1@ // (float) 0063: 5@ -= 2@ // (float) 050A: 6@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 0.0 0.0 0.0 0017: 6@ /= 30.0 0073: 3@ /= 6@ // (float) 0073: 4@ /= 6@ // (float) 0073: 5@ /= 6@ // (float) 095C: create_smoke_at 0@ 1@ 2@ velocity 3@ 4@ 5@ RGBA 1.0 1.0 1.0 1.0 size 0.15 last_factor 0.01 end end if 0019: 33@ > 2300 then 0006: 33@ = 0 0A8D: 27@ = read_memory 0xB74494 size 4 virtual_protect 0 000A: 27@ += 0x4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 for 28@ = 0 to 27904 step 0x100 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 000A: 27@ += 0x1 if and 0029: 26@ >= 0x00 001B: 0x80 > 26@ then 005A: 26@ += 28@ // (int) if 056E: car 26@ defined then if 8119: not car 26@ wrecked then if 8496: not tire 0 on_car 26@ deflated then 04FE: deflate_tire 0 on_car 26@ end 0699: set_car 26@ repair_tire 0 01C3: remove_references_to_car 26@ // Like turning a car into any random car end end end end 0A8D: 27@ = read_memory 0xB74490 size 4 virtual_protect 0 000A: 27@ += 0x4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 for 28@ = 0 to 35584 step 0x100 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 000A: 27@ += 0x1 if and 0029: 26@ >= 0x00 001B: 0x80 > 26@ then 005A: 26@ += 28@ // (int) if 056D: actor 26@ defined 803C: not $PLAYER_ACTOR == 26@ // (int) then 00A0: store_actor 26@ position_to 0@ 1@ 2@ 00A1: put_actor 26@ at 0@ 1@ 2@ 01C2: remove_references_to_actor 26@ // Like turning an actor into a random pedestrian end end end end 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@ 04D5: create_corona_at 0@ 1@ 2@ radius 2.4 type 9 flare 0 RGB 255 0 0 04D5: create_corona_at 0@ 1@ 2@ radius 8.0 type 3 flare 0 RGB 255 50 50 04D5: create_corona_at 0@ 1@ 2@ radius 4.3 type 1 flare 0 RGB 255 200 200 0A8D: 27@ = read_memory 0xB74490 size 4 virtual_protect 0 000A: 27@ += 0x4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 for 28@ = 0 to 35584 step 0x100 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 000A: 27@ += 0x1 if and 0029: 26@ >= 0x00 001B: 0x80 > 26@ then 005A: 26@ += 28@ // (int) if and 056D: actor 26@ defined 803C: not $PLAYER_ACTOR == 26@ // (int) then 01C2: remove_references_to_actor 26@ // Like turning an actor into a random pedestrian 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@ 00A0: store_actor 26@ position_to 3@ 4@ 5@ 050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 3@ 4@ 5@ if 0023: 2.5 > 6@ then if 0023: 1.5 > 6@ then 009B: destroy_actor 26@ else if 8118: not actor 26@ dead then 0223: set_actor 26@ health_to 0 end 0063: 0@ -= 3@ // (float) 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0 0017: 6@ /= 10.0 0073: 0@ /= 6@ // (float) 0073: 1@ /= 6@ // (float) 0073: 2@ /= 6@ // (float) 083C: set_actor 26@ velocity_in_direction_XYZ 0@ 1@ 2@ end else if 8118: not actor 26@ dead then 0063: 0@ -= 3@ // (float) 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0 0017: 6@ /= 10.0 0073: 0@ /= 6@ // (float) 0073: 1@ /= 6@ // (float) 0073: 2@ /= 6@ // (float) 083C: set_actor 26@ velocity_in_direction_XYZ 0@ 1@ 2@ end end end end end 0A8D: 27@ = read_memory 0xB74494 size 4 virtual_protect 0 000A: 27@ += 0x4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 for 28@ = 0 to 27904 step 0x100 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 000A: 27@ += 0x1 if and 0029: 26@ >= 0x00 001B: 0x80 > 26@ then 005A: 26@ += 28@ // (int) if 056E: car 26@ defined then 01C3: remove_references_to_car 26@ // Like turning a car into any random car 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@ 00AA: store_car 26@ position_to 3@ 4@ 5@ 050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 3@ 4@ 5@ if 0023: 5.0 > 6@ then if 0023: 3.2 > 6@ then 0000:nop else if 8119: not car 26@ wrecked then 02AC: set_car 26@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 070C: explode_car 26@ // versionB end 0063: 0@ -= 3@ // (float) 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0 0013: 6@ *= 7.0 0073: 0@ /= 6@ // (float) 0073: 1@ /= 6@ // (float) 0073: 2@ /= 6@ // (float) 04BA: set_car 26@ speed_to 0.0 07D5: set_car 26@ velocity_in_direction_XYZ 0@ 1@ 2@ rotation_velocitiesXY 0.0 0.0 unk 0.0 end else 0063: 0@ -= 3@ // (float) 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0 0013: 6@ *= 7.0 0073: 0@ /= 6@ // (float) 0073: 1@ /= 6@ // (float) 0073: 2@ /= 6@ // (float) 04BA: set_car 26@ speed_to 0.0 07D5: set_car 26@ velocity_in_direction_XYZ 0@ 1@ 2@ rotation_velocitiesXY 0.0 0.0 unk 0.0 end end end end 0A8D: 27@ = read_memory 0xB7449C size 4 virtual_protect 0 000A: 27@ += 0x4 0A8D: 27@ = read_memory 27@ size 4 virtual_protect 0 for 28@ = 0 to 89344 step 0x100 0A8D: 26@ = read_memory 27@ size 1 virtual_protect 0 000A: 27@ += 0x1 if and 0029: 26@ >= 0x00 001B: 0x80 > 26@ then 005A: 26@ += 28@ // (int) if 03CA: object 26@ exists then 01C4: remove_references_to_object 26@ // This object will now disappear when the player looks away 0A98: 20@ = object 26@ struct 000A: 20@ += 0x42 0A8D: 20@ = read_memory 20@ size 1 virtual_protect 0 if 88B7: not test 20@ bit 7 then 0392: make_object 26@ moveable 1 0382: set_object 26@ collision_detection 1 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@ 01BB: store_object 26@ position_to 3@ 4@ 5@ 050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 3@ 4@ 5@ if 0023: 3.0 > 6@ then 0108: destroy_object 26@ else 0063: 0@ -= 3@ // (float) 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 050A: 6@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0 0017: 6@ /= 25.0 0073: 0@ /= 6@ // (float) 0073: 1@ /= 6@ // (float) 0073: 2@ /= 6@ // (float) 0381: throw_object 26@ velocity_in_direction 0@ 1@ 2@ end end end end end jump @loop