VM` Ʉ~M`       }9DM`A  9M3  Ԓ)  Ԓ           MM`BM` Mg Mg)MgMgBMg   7<   ?9Mr   7<   ?&VAR'Arena_door_1Arena_door_2Car_Showroom_assetcurrent_time_in_mscut_scene_time|default_wait_timeFilm_Studio_assetfilm_studio_back_gate_closedfilm_studio_back_gate_openfilm_studio_front_gate_closedfilm_studio_front_gate_openIce_Cream_Factory_assetLance_Vanceonmission9passed_ASS1_Rub_Outpassed_COK1_The_Chasepassed_COK2_Phnom_Penh_86passed_COK3_The_Fastest_Boatpassed_COK4_Supply_and_Demandpassed_COL1_Treacherous_Swinepassed_COL2_Mall_Shootoutpassed_COL3_Guardian_Angelspassed_COL4_Sir_Yes_Sirpassed_COL5_All_Hands_On_Deckpassed_HAT1_Juju_Scramblepassed_HAT2_Bombs_Awaypassed_HAT3_Dirty_Lickinspassed_KENT1_Death_Rowpassed_LAW1_The_Partypassed_LAW2_Back_Alley_Brawlpassed_LAW3_Jury_Furypassed_LAW4_Riotpassed_ROCK1_Love_Juice passed_ROCK2_Psycho_Killer!passed_ROCK3_Publicity_Tour"passed_TEX1_Four_Ironplayer_actorplayer_charPrint_Works_assetFLAGSRC{$CLEO .cs} // : "" // : 1.1 [ 2014] // : kenking // E-mail: kenking@rambler.ru 0000: const AVTO = 0@ // STRUCT_AVTO = 1@ // FUEL_TYPE = 2@ // 68 = diesel EXHAUST = 3@ // X_1 = 4@ // _1 Y_1 = 5@ // Y_1 Z_1 = 6@ // Z_1 X_2 = 7@ // _2 TRANSFER_1 = 14@ // _1 TRANSFER_2 = 15@ // _2 end var X_1: Float X_2: Float TRANSFER_1: Integer TRANSFER_2: Integer end while true wait 0 if Player.Defined($PLAYER_CHAR) then if and Actor.Driving($PLAYER_ACTOR) 84C9: not player $player_char driving_flying_vehicle 847E: not player $player_char driving_a_motorbike 84A8: not player $PLAYER_CHAR driving_boat then 03C0: AVTO = actor $PLAYER_ACTOR car // 05E7: STRUCT_AVTO = car AVTO struct // 0085: 13@ = STRUCT_AVTO 13@ += 0x208 // currentGear STRUCT_AVTO += 0x120 05E0: STRUCT_AVTO = read_memory STRUCT_AVTO size 4 virtual_protect 0 // handling- 0085: EXHAUST = STRUCT_AVTO STRUCT_AVTO += 0x7D 05E0: FUEL_TYPE = read_memory STRUCT_AVTO size 1 virtual_protect 0 // if FUEL_TYPE == 68 // = then 0441: 9@ = car AVTO model // model index 9@ *= 4 05E5: 8@ = game_version if 8@ == 0 then 9@ += 0x92D4C8 // CBaseModelInfo else 9@ += 0x92D4D0 // CBaseModelInfo end 05E0: 9@ = read_memory 9@ size 4 virtual_protect 0 // CVehicleModelInfo 9@ += 0x80 05E0: X_1 = read_memory 9@ size 4 virtual_protect 0 // CVector 9@ += 4 05E0: Y_1 = read_memory 9@ size 4 virtual_protect 0 9@ += 4 05E0: Z_1 = read_memory 9@ size 4 virtual_protect 0 //--- --- EXHAUST += 0xCC 05E0: EXHAUST = read_memory EXHAUST size 4 virtual_protect 0 05F9: 8@ = EXHAUST AND 0x100 if 8@ > 0 then EXHAUST = 2 X_2 = X_1 X_2 *= -1.0 else EXHAUST = 1 end //---------------------------------- while not Car.Wrecked(AVTO) if 0442: player $PLAYER_CHAR in_car AVTO jf break 05E0: TRANSFER_1 = read_memory 13@ size 4 virtual_protect 0 wait 0 if not Car.Wrecked(AVTO) then 05E0: TRANSFER_2 = read_memory 13@ size 4 virtual_protect 0 if TRANSFER_2 > TRANSFER_1 then 16@ = 0 while 16@ < 500 if not Car.Wrecked(AVTO) jf break if 0442: player $PLAYER_CHAR in_car AVTO jf break 0407: create_coordinate 10@ 11@ 12@ from_car AVTO offset X_1 Y_1 Z_1 0437: scatter_particle 60 size 0.5 at 10@ 11@ 12@ speed_XYZ 0.0 0.0 0.0 if EXHAUST == 2 then 0407: create_coordinate 10@ 11@ 12@ from_car AVTO offset X_2 Y_1 Z_1 0437: scatter_particle 60 size 0.5 at 10@ 11@ 12@ speed_XYZ 0.0 0.0 0.0 end wait 0 end end end end end end end end __SBFTR