{$VERSION 3.1.0027} {$CLEO .s} thread 'money' :a wait 0 for 0@ = 0x9788DC to 0x97D63C step 0x20 0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0 if 0039: 1@ == 8 then 000A: 0@ += -0x18 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x18 if 8039: not 1@ == 0 then 0A8D: 2@ = read_memory 0xB7449C size 4 virtual_protect 0 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 0062: 1@ -= 2@ // (int) 0016: 1@ /= 0x19C 0A8D: 2@ = read_memory 0xB7449C size 4 virtual_protect 0 000A: 2@ += 0x4 0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0 005A: 2@ += 1@ // (int) 0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0 0012: 1@ *= 0x100 005A: 1@ += 2@ // (int) 0906: set_object 1@ mass_to 0.1 // float 0382: set_object 1@ collision_detection 1 0392: make_object 1@ moveable 1 00A0: store_actor $PLAYER_ACTOR position_to 10@ 11@ 12@ 01BB: store_object 1@ position_to 13@ 14@ 15@ 050A: 16@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 13@ 14@ 15@ if 0449: actor $PLAYER_ACTOR in_a_car then if and 0033: 5.0 >= 16@ 847A: not actor $PLAYER_ACTOR driving_bike //8685: not object 1@ attached then if 0685: object 1@ attached then 000A: 0@ += -0x14 0A8D: 2@ = read_memory 0@ size 2 virtual_protect 0 0109: player $PLAYER_CHAR money += 2@ 000A: 0@ += 0x4 0A8C: write_memory 0@ size 4 value 0 virtual_protect 0 000A: 0@ += 0x10 01BC: put_object 1@ at 0.0 0.0 3000.0 else 0382: set_object 1@ collision_detection 0 0208: 16@ = random_float_in_ranges -2.3 2.301 0208: 17@ = random_float_in_ranges -2.3 2.301 0681: attach_object 1@ to_car 25@ with_offset 16@ 17@ 0.0 rotation 0.0 0.0 0.0 end else if 0033: 3.5 >= 16@ then if 0685: object 1@ attached then 000A: 0@ += -0x14 0A8D: 2@ = read_memory 0@ size 2 virtual_protect 0 0109: player $PLAYER_CHAR money += 2@ 000A: 0@ += 0x4 0A8C: write_memory 0@ size 4 value 0 virtual_protect 0 000A: 0@ += 0x10 01BC: put_object 1@ at 0.0 0.0 3000.0 else 0382: set_object 1@ collision_detection 0 0208: 16@ = random_float_in_ranges -1.3 1.301 0208: 17@ = random_float_in_ranges -1.3 1.301 0681: attach_object 1@ to_car 25@ with_offset 16@ 17@ 0.0 rotation 0.0 0.0 0.0 end else 0063: 10@ -= 13@ // (float) 0063: 11@ -= 14@ // (float) 0063: 12@ -= 15@ // (float) 050A: 16@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0 0017: 16@ /= 30.0 0073: 10@ /= 16@ // (float) 0073: 11@ /= 16@ // (float) 0073: 12@ /= 16@ // (float) 03C0: 25@ = actor $PLAYER_ACTOR car 06A2: get_car 25@ velocity_in_direction_XYZ 20@ 21@ 22@ 01C3: remove_references_to_car 25@ // Like turning a car into any random car 005B: 10@ += 20@ // (float) 005B: 11@ += 21@ // (float) 005B: 12@ += 22@ // (float) 0381: throw_object 1@ velocity_in_direction 10@ 11@ 12@ end end else if 0033: 2.5 >= 16@ then 0382: set_object 1@ collision_detection 0 0208: 16@ = random_float_in_ranges -0.5 0.501 0208: 17@ = random_float_in_ranges -0.5 0.501 069B: attach_object 1@ to_actor $PLAYER_ACTOR with_offset 16@ 17@ -0.3 rotation 0.0 0.0 0.0 else 0063: 10@ -= 13@ // (float) 0063: 11@ -= 14@ // (float) 0063: 12@ -= 15@ // (float) 050A: 16@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0 0017: 16@ /= 30.0 0073: 10@ /= 16@ // (float) 0073: 11@ /= 16@ // (float) 0073: 12@ /= 16@ // (float) 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 20@ 21@ 22@ 005B: 10@ += 20@ // (float) 005B: 11@ += 21@ // (float) 005B: 12@ += 22@ // (float) 0381: throw_object 1@ velocity_in_direction 10@ 11@ 12@ end end if 03CA: object 1@ exists then 01BB: store_object 1@ position_to 13@ 14@ 15@ for 7@ = 0 to 2 0013: 13@(7@,3i) *= 8.0 000B: 13@(7@,3i) += 0.5 0092: 3@(7@,3i) = float 13@(7@,3i) to_integer end 000A: 0@ += -0xC 0A8C: write_memory 0@ size 2 value 3@ virtual_protect 0 000A: 0@ += 0x2 0A8C: write_memory 0@ size 2 value 4@ virtual_protect 0 000A: 0@ += 0x2 0A8C: write_memory 0@ size 2 value 5@ virtual_protect 0 000A: 0@ += 0x8 end end end end jump @a