{$VERSION 3.1.0023} {$CLEO .cs} thread 'ACCES' { 0@ Memory 1@ Current Weapon 2@ Weapon Model 3@ Weapon Obj 4@ Aim X 5@ Aim Y 6@ Aim Z 7@ X 8@ Y 9@ Z 10@ X 11@ Y 12@ Z 13@ Distance 14@ Turret Dummy 15@ Greande 16@ Flash Light 17@ Flash Flag 18@ Aim X 19@ Aim Y 20@ Aim Z 21@ Sirenced Flag 22@ Fire X 23@ Fire Y 24@ Fire Z 25@ Fire Time 26@ Damage 27@ Range 28@ Sub Weapon 29@ Scope Flag 30@ Locked Actpr 31@ Locked Obj 32@ Secondary Timer 33@ Primary Timer } const KEY_LGT = 11 KEY_SEC = 8 KEY_SGT = 9 KEY_SPR = 10 KEY_SWS = 19 end :ACCES_0 wait 0 gosub @ACCES_GREN 068D: get_camera_position_to 7@ 8@ 9@ 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ if or 0021: 5@ > 0.5 80E1: not player 0 pressed_key 6 jf @ACCES_1 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 0x475 0A8D: 8@ = read_memory 0@ size 1 virtual_protect 0 000A: 0@ += 0x1 0A8D: 9@ = read_memory 0@ size 1 virtual_protect 0 000A: 0@ += 0x2A2 0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0 if and 0019: 8@ > 0x7F 001B: 0xF > 9@ 0029: 0@ >= 2 002B: 7 >= 0@ jf @ACCES_0 :ACCES_1 000A: 0@ += 1 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 0@ weapon 1@ ammo 3@ model 2@ if and 8039: not 1@ == 0 8039: not 3@ == 0 jf @ACCES_0 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 0107: 3@ = create_object 2@ at 4@ 5@ 6@ 070A: AS_actor $PLAYER_ACTOR attach_to_object 3@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 0382: set_object 3@ collision_detection 0 0085: 0@ = 1@ // (int) 0012: 0@ *= 0x70 000A: 0@ += 0xC8AAC0 0A8D: 27@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x1A 0A8D: 26@ = read_memory 0@ size 2 virtual_protect 0 000A: 0@ += 0x2 0A8D: 22@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x4 0A8D: 23@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x4 0A8D: 24@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x18 0A8D: 25@ = read_memory 0@ size 4 virtual_protect 0 0A9F: 0@ = current_thread_pointer 000A: 0@ += 0x10 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 000E: 0@ -= @ACCES_ANIM 000A: 1@ += -22 0012: 1@ *= 2 005A: 0@ += 1@ // (int) 0016: 1@ /= 2 000A: 1@ += 22 0A8D: 0@ = read_memory 0@ size 2 virtual_protect 0 0093: 0@ = integer 0@ to_float 0013: 25@ *= 30.0 0073: 0@ /= 25@ // (float) 0007: 25@ = 1000.0 0073: 25@ /= 0@ // (float) 0092: 25@ = float 25@ to_integer 0390: load_txd_dictionary 'mod_acc' 038F: load_texture "dot" as 1 // Load dictionary with 0390 first 038F: load_texture "scope" as 2 // Load dictionary with 0390 first 038F: load_texture "dark" as 3 // Load dictionary with 0390 first 038F: load_texture "black" as 4 // Load dictionary with 0390 first 038F: load_texture "sec_he" as 5 // Load dictionary with 0390 first 038F: load_texture "sec_sg" as 6 // Load dictionary with 0390 first 038F: load_texture "sec_fb" as 7 // Load dictionary with 0390 first 038F: load_texture "sec_st" as 8 // Load dictionary with 0390 first 038F: load_texture "spr_on" as 9 // Load dictionary with 0390 first 038F: load_texture "lgt_on" as 10 // Load dictionary with 0390 first 038F: load_texture "sgt_laser" as 11 // Load dictionary with 0390 first 038F: load_texture "sgt_dot" as 12 // Load dictionary with 0390 first 038F: load_texture "sgt_nv" as 13 // Load dictionary with 0390 first 038F: load_texture "sgt_x35" as 14 // Load dictionary with 0390 first 038F: load_texture "sgt_x70" as 15 // Load dictionary with 0390 first 03F0: enable_text_draw 1 0247: load_model #GRENADE 0247: load_model #TEARGAS 0247: load_model #FLARE 038B: load_requested_models :ACCES_2 wait 0 gosub @ACCES_GREN if 0248: model #GRENADE available 0248: model #TEARGAS available 0248: model #FLARE available jf @ACCES_2 if and 0019: 21@ > 1 82D8: not actor $PLAYER_ACTOR current_weapon == 25 82D8: not actor $PLAYER_ACTOR current_weapon == 26 82D8: not actor $PLAYER_ACTOR current_weapon == 27 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 82D8: not actor $PLAYER_ACTOR current_weapon == 37 then 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 end if 0039: 29@ == 6 then 08B1: enable_night_vision 1 end 068D: get_camera_position_to 7@ 8@ 9@ 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ if and 0021: 5@ > 0.5 0019: 29@ > 3 82D8: not actor $PLAYER_ACTOR current_weapon == 34 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 then 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 0107: 14@ = create_object 2@ at 4@ 5@ 6@ 0382: set_object 14@ collision_detection 0 0750: set_object 14@ visibility 0 09CA: set_object 14@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 0470: 13@ = actor $PLAYER_ACTOR current_weapon 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 3.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 13@ 0172: 13@ = actor $PLAYER_ACTOR Z_angle 000F: 13@ -= 90.0 0858: set_player $PLAYER_CHAR scan_horizon_to_angle 13@ rotation_speed 3600.0 end :ACCES_3 wait 0 gosub @ACCES_GREN 068D: get_camera_position_to 7@ 8@ 9@ 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ 068D: get_camera_position_to 7@ 8@ 9@ 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ if 03CA: object 14@ exists then if or 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 6 00E1: player 0 pressed_key 17 jf @ACCES_8 end if or 0021: 5@ > 0.5 80E1: not player 0 pressed_key 6 jf @ACCES_4 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 0x71C 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 if 0039: 0@ == 0 jf @ACCES_5 if 03CA: object 31@ exists then 0108: destroy_object 31@ end 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 0x475 0A8D: 8@ = read_memory 0@ size 1 virtual_protect 0 000A: 0@ += 0x1 0A8D: 9@ = read_memory 0@ size 1 virtual_protect 0 000A: 0@ += 0x2A2 0A8D: 0@ = read_memory 0@ size 1 virtual_protect 0 if and 0019: 8@ > 0x7F 001B: 0xF > 9@ 0029: 0@ >= 2 002B: 7 >= 0@ jf @ACCES_8 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 0x47C 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 if and 8039: not 0@ == 0 jf @ACCES_4 000A: 0@ += 0x2C 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 if 8039: not 0@ == 0 jf @ACCES_4 000A: 0@ += 0x8 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 if 8039: not 0@ == 0 jf @ACCES_4 000A: 0@ += 0x30 0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x4 0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x4 0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0 068D: get_camera_position_to 7@ 8@ 9@ 0063: 4@ -= 7@ // (float) 0063: 5@ -= 8@ // (float) 0063: 6@ -= 9@ // (float) jump @ACCES_7 :ACCES_4 068D: get_camera_position_to 7@ 8@ 9@ 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ if or 8021: not 5@ > 0.5 00E1: player 0 pressed_key 6 jf @ACCES_6 068E: get_camera_target_point_to 4@ 5@ 6@ 0063: 4@ -= 7@ // (float) 0063: 5@ -= 8@ // (float) 0063: 6@ -= 9@ // (float) 0509: 5@ = distance_between_XY 4@ 5@ and_XY 0.0 0.0 gosub @ATAN 0801: get_camera_zoom_factor_to 13@ // float 0801: get_camera_zoom_factor_to 6@ // float 0017: 6@ /= 35.0 0013: 6@ *= -1.2 000B: 6@ += 16.4 0073: 13@ /= 6@ // (float) 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ if 0021: 5@ > 0.5 then 0A8D: 6@ = read_memory 0xC3EFA4 size 4 virtual_protect 0 0013: 13@ *= 1.6 0073: 13@ /= 6@ // (float) 005B: 4@ += 13@ // (float) 006B: 13@ *= 6@ // (float) 0017: 13@ /= 1.6 else 0007: 13@ = 0.0 end 02F7: 5@ = sine 4@ // (float) 02F6: 6@ = cosine 4@ // (float) 0013: 6@ *= -1.0 0017: 13@ /= 200.0 0656: get_angle 4@ absolute_degrees_to 4@ 000B: 4@ += -270.0 0097: make 4@ absolute_float 0017: 4@ /= 90.0 006B: 4@ *= 4@ // (float) 006B: 4@ *= 13@ // (float) 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 4@ 6@ 5@ 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: 4@ -= 7@ // (float) 0063: 5@ -= 8@ // (float) 0063: 6@ -= 9@ // (float) 068D: get_camera_position_to 7@ 8@ 9@ jump @ACCES_7 :ACCES_5 0A8D: 7@ = read_memory 0xB74490 size 4 virtual_protect 0 0A8D: 8@ = read_memory 7@ size 4 virtual_protect 0 000A: 7@ += 4 0A8D: 9@ = read_memory 7@ size 4 virtual_protect 0 0085: 7@ = 0@ // (int) 0062: 7@ -= 8@ // (int) 0016: 7@ /= 0x7C4 005A: 9@ += 7@ // (int) 0A8D: 9@ = read_memory 9@ size 1 virtual_protect 0 0012: 7@ *= 0x100 005A: 7@ += 9@ // (int) if 056D: actor 7@ defined then if or 83CA: not object 31@ exists 803B: not 30@ == 7@ // (int) then if 03CA: object 31@ exists then 0108: destroy_object 31@ end 0085: 30@ = 7@ // (int) 04C4: store_coords_to 7@ 8@ 9@ from_actor 30@ with_offset 0.0 0.0 -3.0 0107: 31@ = create_object #GRENADE at 7@ 8@ 9@ 070A: AS_actor 30@ attach_to_object 31@ offset 0.15 0.0 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1 0382: set_object 31@ collision_detection 0 0750: set_object 31@ visibility 0 09CA: set_object 31@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 end if 8474: not actor 30@ near_object_in_cube 31@ radius 0.5 0.5 1.5 flag 0 then 070A: AS_actor 30@ attach_to_object 31@ offset 0.15 0.0 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time 1 0382: set_object 31@ collision_detection 0 0750: set_object 31@ visibility 0 09CA: set_object 31@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 end 0400: store_coords_to 4@ 5@ 6@ from_object 31@ with_offset 0.0 0.0 0.0 068D: get_camera_position_to 7@ 8@ 9@ 0063: 4@ -= 7@ // (float) 0063: 5@ -= 8@ // (float) 0063: 6@ -= 9@ // (float) else 000A: 0@ += 0x14 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x30 0A8D: 4@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x4 0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0 000A: 0@ += 0x4 0A8D: 6@ = read_memory 0@ size 4 virtual_protect 0 000B: 6@ += 0.5 end jump @ACCES_7 :ACCES_6 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0063: 4@ -= 7@ // (float) 0063: 5@ -= 8@ // (float) 0063: 6@ -= 9@ // (float) 0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@ jump @ACCES_7 :ACCES_7 050A: 13@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 0.0 0.0 0.0 0073: 4@ /= 13@ // (float) 0073: 5@ /= 13@ // (float) 0073: 6@ /= 13@ // (float) 0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 0.0 0.0 0.0 050A: 13@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ 000B: 13@ += 0.5 006B: 4@ *= 13@ // (float) 006B: 5@ *= 13@ // (float) 006B: 6@ *= 13@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) 005B: 9@ += 6@ // (float) 0017: 13@ /= 10.0 0073: 4@ /= 13@ // (float) 0073: 5@ /= 13@ // (float) 0073: 6@ /= 13@ // (float) for 0@ = 0 to 10 0087: 10@ = 7@ // (float) 0087: 11@ = 8@ // (float) 0087: 12@ = 9@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) 005B: 9@ += 6@ // (float) if 0039: 0@ == 10 then 0087: 18@ = 7@ // (float) 0087: 19@ = 8@ // (float) 0087: 20@ = 9@ // (float) if or 0039: 29@ == 2 0039: 29@ == 3 then 04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0 end break end if 86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0 then 0063: 7@ -= 4@ // (float) 0063: 8@ -= 5@ // (float) 0063: 9@ -= 6@ // (float) 0017: 4@ /= 10.0 0017: 5@ /= 10.0 0017: 6@ /= 10.0 for 0@ = 0 to 9 0087: 10@ = 7@ // (float) 0087: 11@ = 8@ // (float) 0087: 12@ = 9@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) 005B: 9@ += 6@ // (float) if 86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0 then 0063: 7@ -= 4@ // (float) 0063: 8@ -= 5@ // (float) 0063: 9@ -= 6@ // (float) 0017: 4@ /= 10.0 0017: 5@ /= 10.0 0017: 6@ /= 10.0 for 0@ = 0 to 9 0087: 10@ = 7@ // (float) 0087: 11@ = 8@ // (float) 0087: 12@ = 9@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) 005B: 9@ += 6@ // (float) if 86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 0 then 0063: 7@ -= 4@ // (float) 0063: 8@ -= 5@ // (float) 0063: 9@ -= 6@ // (float) 0017: 4@ /= 10.0 0017: 5@ /= 10.0 0017: 6@ /= 10.0 for 0@ = 0 to 9 0087: 10@ = 7@ // (float) 0087: 11@ = 8@ // (float) 0087: 12@ = 9@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) 005B: 9@ += 6@ // (float) if 86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 0 object 1 particle 0 then 0087: 18@ = 7@ // (float) 0087: 19@ = 8@ // (float) 0087: 20@ = 9@ // (float) 0063: 7@ -= 4@ // (float) 0063: 8@ -= 5@ // (float) 0063: 9@ -= 6@ // (float) if or 0039: 29@ == 2 0039: 29@ == 3 then 04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0 end break end if 86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 0 car 0 actor 1 object 0 particle 0 then 0087: 18@ = 7@ // (float) 0087: 19@ = 8@ // (float) 0087: 20@ = 9@ // (float) 0013: 4@ *= 26.0 0013: 5@ *= 26.0 0013: 6@ *= 26.0 0063: 7@ -= 4@ // (float) 0063: 8@ -= 5@ // (float) 0063: 9@ -= 6@ // (float) if or 0039: 29@ == 2 0039: 29@ == 3 then 04D5: create_corona_at 7@ 8@ 9@ radius 0.05 type 0 flare 0 RGB 255 0 0 end break end end break end end break end end break end end if or 0039: 29@ == 2 0039: 29@ == 3 then 000B: 24@ += -0.1 0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@ 000B: 24@ += 0.1 0087: 10@ = 18@ // (float) 0087: 11@ = 19@ // (float) 0087: 12@ = 20@ // (float) 0063: 10@ -= 7@ // (float) 0063: 11@ -= 8@ // (float) 0063: 12@ -= 9@ // (float) 050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0 0017: 13@ /= 0.025 0073: 10@ /= 13@ // (float) 0073: 11@ /= 13@ // (float) 0073: 12@ /= 13@ // (float) 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 128 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 124 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 120 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 116 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 112 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 108 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 104 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 100 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 96 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 92 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 88 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 84 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 80 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 76 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 72 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 68 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 64 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 60 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 56 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 52 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 48 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 44 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 40 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 36 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 32 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 28 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 24 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 20 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 16 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 12 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 8 0 0 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 04D5: create_corona_at 7@ 8@ 9@ radius 0.01 type 0 flare 0 RGB 4 0 0 end 050A: 13@ = distance_between_XYZ 4@ 5@ 6@ and_XYZ 0.0 0.0 0.0 0073: 4@ /= 13@ // (float) 0073: 5@ /= 13@ // (float) 0073: 6@ /= 13@ // (float) if and 82D8: not actor $PLAYER_ACTOR current_weapon == 25 82D8: not actor $PLAYER_ACTOR current_weapon == 26 82D8: not actor $PLAYER_ACTOR current_weapon == 27 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 82D8: not actor $PLAYER_ACTOR current_weapon == 37 then 0085: 0@ = 21@ // (int) 0016: 0@ /= 2 0012: 0@ *= 2 0062: 0@ -= 21@ // (int) if and 0039: 0@ == 0 00E1: player 0 pressed_key KEY_SPR then 000A: 21@ += 1 end if and 8039: not 0@ == 0 80E1: not player 0 pressed_key KEY_SPR then 000A: 21@ += 1 if 0039: 21@ == 2 then 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 end if 0039: 21@ == 4 then 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 0006: 21@ = 0 end end end 0085: 0@ = 17@ // (int) 0016: 0@ /= 2 0012: 0@ *= 2 0062: 0@ -= 17@ // (int) if and 0039: 0@ == 0 00E1: player 0 pressed_key KEY_LGT then 000A: 17@ += 1 end if and 8039: not 0@ == 0 80E1: not player 0 pressed_key KEY_LGT then 000A: 17@ += 1 if 0039: 17@ == 4 then if 06B3: searchlight 16@ active then 06B2: destroy_searchlight 16@ end 0006: 17@ = 0 end end 0085: 0@ = 28@ // (int) 0016: 0@ /= 2 0012: 0@ *= 2 0062: 0@ -= 28@ // (int) if and 0039: 0@ == 0 00E1: player 0 pressed_key KEY_SEC then 000A: 28@ += 1 end if and 8039: not 0@ == 0 80E1: not player 0 pressed_key KEY_SEC then 000A: 28@ += 1 if 0039: 28@ == 10 then 0006: 28@ = 0 end end if and 82D8: not actor $PLAYER_ACTOR current_weapon == 25 82D8: not actor $PLAYER_ACTOR current_weapon == 26 82D8: not actor $PLAYER_ACTOR current_weapon == 27 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 82D8: not actor $PLAYER_ACTOR current_weapon == 37 then 0085: 0@ = 29@ // (int) 0016: 0@ /= 2 0012: 0@ *= 2 0062: 0@ -= 29@ // (int) if and 0039: 0@ == 0 00E1: player 0 pressed_key KEY_SGT then 000A: 29@ += 1 end if and 8039: not 0@ == 0 80E1: not player 0 pressed_key KEY_SGT then 097B: play_audio_at_object 3@ event 1015 000A: 29@ += 1 if 0039: 29@ == 4 then 068D: get_camera_position_to 7@ 8@ 9@ 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.8 050A: 5@ = distance_between_XYZ 7@ 8@ 9@ and_XYZ 10@ 11@ 12@ if and 0021: 5@ > 0.5 82D8: not actor $PLAYER_ACTOR current_weapon == 34 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 then 04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 0107: 14@ = create_object 2@ at 4@ 5@ 6@ 0382: set_object 14@ collision_detection 0 0750: set_object 14@ visibility 0 09CA: set_object 14@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 0470: 13@ = actor $PLAYER_ACTOR current_weapon 04F4: put_actor $PLAYER_ACTOR into_turret_on_object 14@ offset_from_object_origin 0.0 0.0 3.0 orientation 0 both_side_angle_limit 360.0 lock_weapon 13@ 0172: 13@ = actor $PLAYER_ACTOR Z_angle 000F: 13@ -= 90.0 0858: set_player $PLAYER_CHAR scan_horizon_to_angle 13@ rotation_speed 3600.0 end end if 0039: 29@ == 6 then 08B1: enable_night_vision 1 end if 0039: 29@ == 8 then 08B1: enable_night_vision 0 end if 0039: 29@ == 12 then if and 03CA: object 14@ exists 82D8: not actor $PLAYER_ACTOR current_weapon == 34 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 then 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0108: destroy_object 14@ end 0006: 29@ = 0 end end if or 0039: 29@ == 4 0039: 29@ == 5 then 038D: draw_texture 3 position 40.0 224.5 size 80.0 480.0 RGBA 255 0 0 255 038D: draw_texture 1 position 200.0 224.5 size 240.0 480.0 RGBA 255 0 0 255 038D: draw_texture 1 position 440.0 224.5 size -240.0 480.0 RGBA 255 0 0 255 038D: draw_texture 3 position 600.0 224.5 size 80.0 480.0 RGBA 255 0 0 255 end if or 0039: 29@ == 6 0039: 29@ == 7 then 038D: draw_texture 3 position 40.0 224.5 size 80.0 480.0 RGBA 255 255 255 255 038D: draw_texture 1 position 200.0 224.5 size 240.0 480.0 RGBA 255 255 255 255 038D: draw_texture 1 position 440.0 224.5 size -240.0 480.0 RGBA 255 255 255 255 038D: draw_texture 3 position 600.0 224.5 size 80.0 480.0 RGBA 255 255 255 255 end if 0019: 29@ > 7 then 038D: draw_texture 4 position 40.0 224.5 size 80.0 480.0 RGBA 0 0 0 255 038D: draw_texture 2 position 200.0 104.5 size 240.0 240.0 RGBA 0 0 0 255 038D: draw_texture 2 position 440.0 104.5 size -240.0 240.0 RGBA 0 0 0 255 038D: draw_texture 2 position 200.0 344.5 size 240.0 -240.0 RGBA 0 0 0 255 038D: draw_texture 2 position 440.0 344.5 size -240.0 -240.0 RGBA 0 0 0 255 038D: draw_texture 4 position 600.0 224.5 size 80.0 480.0 RGBA 0 0 0 255 if or 0039: 29@ == 4 0039: 29@ == 5 0039: 29@ == 6 0039: 29@ == 7 then 0922: set_camera_zoom_in_factor 50.0 out_factor 50.0 timelimit 100 mode 1 end if or 0039: 29@ == 8 0039: 29@ == 9 then 0922: set_camera_zoom_in_factor 20.0 out_factor 20.0 timelimit 100 mode 1 end if or 0039: 29@ == 10 0039: 29@ == 11 then 0922: set_camera_zoom_in_factor 10.0 out_factor 10.0 timelimit 100 mode 1 end end end 0A8D: 0@ = read_memory 0xBA6769 size 1 virtual_protect 0 if 8039: not 0@ == 0 then if 0019: 28@ > 1 then 0085: 0@ = 28@ // (int) 0016: 0@ /= 2 000A: 0@ += 4 038D: draw_texture 0@ position 400.0 28.0 size 128.0 128.0 RGBA 255 255 255 255 end if 0019: 21@ > 1 then 0085: 0@ = 21@ // (int) 0016: 0@ /= 2 000A: 0@ += 8 038D: draw_texture 0@ position 498.0 52.0 size 128.0 128.0 RGBA 255 255 255 255 end if 0019: 17@ > 1 then 0085: 0@ = 17@ // (int) 0016: 0@ /= 2 000A: 0@ += 9 038D: draw_texture 0@ position 444.0 76.0 size 128.0 128.0 RGBA 255 255 255 255 end if 0019: 29@ > 1 then 0085: 0@ = 29@ // (int) 0016: 0@ /= 2 000A: 0@ += 10 038D: draw_texture 0@ position 412.0 70.0 size 128.0 128.0 RGBA 255 255 255 255 end end if 0019: 17@ > 1 then if 06B3: searchlight 16@ active then 06B2: destroy_searchlight 16@ end 000B: 24@ += -0.1 0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@ 000B: 24@ += 0.1 0087: 10@ = 18@ // (float) 0087: 11@ = 19@ // (float) 0087: 12@ = 20@ // (float) 0063: 10@ -= 7@ // (float) 0063: 11@ -= 8@ // (float) 0063: 12@ -= 9@ // (float) 050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0 0017: 13@ /= 25.0 0073: 10@ /= 13@ // (float) 0073: 11@ /= 13@ // (float) 0073: 12@ /= 13@ // (float) 005B: 10@ += 7@ // (float) 005B: 11@ += 8@ // (float) if and 0023: 7.5 > 12@ 0031: 12@ >= 2.5 then 0007: 12@ = 7.5 end if and 0023: 2.5 > 12@ 0031: 12@ >= -2.5 then 0007: 12@ = -2.5 end 000B: 12@ += -2.5 005B: 12@ += 9@ // (float) 06B1: 16@ = create_searchlight_at 7@ 8@ 9@ radius 0.025 target 10@ 11@ 12@ radius 20.0 0063: 10@ -= 7@ // (float) 0063: 11@ -= 8@ // (float) 0063: 12@ -= 9@ // (float) 0017: 10@ /= 25.0 0017: 11@ /= 25.0 0017: 12@ /= 25.0 0007: 13@ = 0.0 for 0@ = 1 to 25 005B: 7@ += 10@ // (float) 005B: 8@ += 11@ // (float) 005B: 9@ += 12@ // (float) 000B: 13@ += 0.25 09E5: create_flash_light_at 7@ 8@ 9@ RGB_mask 1023 1023 1023 radius 13@ end end if or 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 17 then 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 0x718 0A8D: 13@ = read_memory 0@ size 1 virtual_protect 0 0012: 13@ *= 28 0A96: 0@ = actor $PLAYER_ACTOR struct 005A: 0@ += 13@ // (int) 000A: 0@ += 0x5A4 0A8D: 13@ = read_memory 0@ size 4 virtual_protect 0 if and 001B: 2 > 13@ 0019: 21@ > 1 001D: 33@ > 25@ // (int) then if and 82D8: not actor $PLAYER_ACTOR current_weapon == 25 82D8: not actor $PLAYER_ACTOR current_weapon == 26 82D8: not actor $PLAYER_ACTOR current_weapon == 27 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 82D8: not actor $PLAYER_ACTOR current_weapon == 37 then 0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@ 0087: 10@ = 18@ // (float) 0087: 11@ = 19@ // (float) 0087: 12@ = 20@ // (float) 0063: 10@ -= 7@ // (float) 0063: 11@ -= 8@ // (float) 0063: 12@ -= 9@ // (float) 050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0 0073: 13@ /= 27@ // (float) 0073: 10@ /= 13@ // (float) 0073: 11@ /= 13@ // (float) 0073: 12@ /= 13@ // (float) 005B: 10@ += 7@ // (float) 005B: 11@ += 8@ // (float) 005B: 12@ += 9@ // (float) 06BC: create_M4_shoot_from 7@ 8@ 9@ target 10@ 11@ 12@ energy 26@ 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 018C: play_sound 1135 at 7@ 8@ 9@ 0A96: 0@ = actor $PLAYER_ACTOR struct 000A: 0@ += 0x718 0A8D: 13@ = read_memory 0@ size 1 virtual_protect 0 0012: 13@ *= 28 0A96: 0@ = actor $PLAYER_ACTOR struct 005A: 0@ += 13@ // (int) 000A: 0@ += 0x5A8 0A8D: 13@ = read_memory 0@ size 4 virtual_protect 0 000E: 13@ -= 1 0A8C: write_memory 0@ size 4 value 13@ virtual_protect 0 if 001B: 1 > 13@ then 000A: 0@ += -0x4 0A8C: write_memory 0@ size 4 value 2 virtual_protect 0 end 0006: 33@ = 0 end end end if and 00E1: player 0 pressed_key KEY_SWS 0019: 32@ > 750 then if 0039: 28@ == 2 then for 0@ = 0xC891B8 to 0xC89614 step 0x24 0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0 if 0039: 7@ == 0 then 000A: 0@ += -0xC891B8 0016: 0@ /= 9 000A: 0@ += 0xC89110 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 0107: 15@ = create_object #GRENADE at 7@ 8@ 9@ 000B: 24@ += -0.05 069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0 0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0 09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 0013: 4@ *= 50.0 0013: 5@ *= 50.0 0013: 6@ *= 50.0 0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@ 0382: set_object 15@ collision_detection 1 04D9: object 15@ set_scripted_collision_check 1 0906: set_object 15@ mass_to 1.0 // float 0908: set_object 15@ turn_mass_to 1.0 // float 0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@ 000B: 22@ += 1.0 0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@ 000B: 22@ += -1.0 000B: 24@ += 0.05 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 018C: play_sound 1144 at 7@ 8@ 9@ 0A98: 7@ = object 15@ struct 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += -0xC89110 0012: 0@ *= 9 000A: 0@ += 0xC891A8 0A8C: write_memory 0@ size 4 value 16 virtual_protect 0 000A: 0@ += 0x4 0A96: 7@ = actor $PLAYER_ACTOR struct 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += 0x8 0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0 000A: 7@ += 3500 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += 0x4 0A8C: write_memory 0@ size 1 value 1 virtual_protect 0 0006: 32@ = 0 break end end end if 0039: 28@ == 4 then for 0@ = 0xC891B8 to 0xC89614 step 0x24 0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0 if 0039: 7@ == 0 then 000A: 0@ += -0xC891B8 0016: 0@ /= 9 000A: 0@ += 0xC89110 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 0107: 15@ = create_object #TEARGAS at 7@ 8@ 9@ 000B: 24@ += -0.05 069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0 0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0 09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 0013: 4@ *= 50.0 0013: 5@ *= 50.0 0013: 6@ *= 50.0 0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@ 0382: set_object 15@ collision_detection 1 04D9: object 15@ set_scripted_collision_check 1 0906: set_object 15@ mass_to 1.0 // float 0908: set_object 15@ turn_mass_to 1.0 // float 0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@ 000B: 22@ += 1.0 0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@ 000B: 22@ += -1.0 000B: 24@ += 0.05 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 018C: play_sound 1144 at 7@ 8@ 9@ 066D: 13@ = attach_particle "teargasAD" to_object 15@ with_offset 0.0 0.0 0.1 flag 1 064C: make_particle 13@ visible 064F: remove_references_to_particle 13@ 0A98: 7@ = object 15@ struct 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += -0xC89110 0012: 0@ *= 9 000A: 0@ += 0xC891A8 0A8C: write_memory 0@ size 4 value 17 virtual_protect 0 000A: 0@ += 0x4 0A96: 7@ = actor $PLAYER_ACTOR struct 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += 0x8 0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0 000A: 7@ += 20000 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += 0x4 0A8C: write_memory 0@ size 1 value 1 virtual_protect 0 0006: 32@ = 0 break end end end if 0039: 28@ == 6 then for 0@ = 0xC891B8 to 0xC89614 step 0x24 0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0 if 0039: 7@ == 0 then 000A: 0@ += -0xC891B8 0016: 0@ /= 9 000A: 0@ += 0xC89110 04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.0 0107: 15@ = create_object #FLARE at 7@ 8@ 9@ 000B: 24@ += -0.05 069A: attach_object 15@ to_object 3@ with_offset 22@ 23@ 24@ rotation 0.0 0.0 0.0 0682: detach_object 15@ 0.0 0.0 0.0 collision_detection 0 09CA: set_object 15@ immunities BP 0 FP 0 EP 1 CP 0 MP 0 0013: 4@ *= 50.0 0013: 5@ *= 50.0 0013: 6@ *= 50.0 0381: throw_object 15@ velocity_in_direction 4@ 5@ 6@ 0382: set_object 15@ collision_detection 1 04D9: object 15@ set_scripted_collision_check 1 0906: set_object 15@ mass_to 1.0 // float 0908: set_object 15@ turn_mass_to 1.0 // float 0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@ 000B: 22@ += 1.0 0400: store_coords_to 10@ 11@ 12@ from_object 3@ with_offset 22@ 23@ 24@ 000B: 22@ += -1.0 000B: 24@ += 0.05 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 058A: create_gun_flash_from 7@ 8@ 9@ to 10@ 11@ 12@ 018C: play_sound 1144 at 7@ 8@ 9@ 0A98: 7@ = object 15@ struct 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += -0xC89110 0012: 0@ *= 9 000A: 0@ += 0xC891A8 0A8C: write_memory 0@ size 4 value 17 virtual_protect 0 000A: 0@ += 0x4 0A96: 7@ = actor $PLAYER_ACTOR struct 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += 0x8 0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0 000A: 7@ += 10000 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 000A: 0@ += 0x4 0A8C: write_memory 0@ size 1 value 1 virtual_protect 0 0006: 32@ = 0 break end end end if 0039: 28@ == 8 then 0400: store_coords_to 7@ 8@ 9@ from_object 3@ with_offset 22@ 23@ 24@ 0087: 10@ = 18@ // (float) 0087: 11@ = 19@ // (float) 0087: 12@ = 20@ // (float) 0063: 10@ -= 7@ // (float) 0063: 11@ -= 8@ // (float) 0063: 12@ -= 9@ // (float) 050A: 13@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 0.0 0.0 0.0 0017: 13@ /= 40.0 0073: 10@ /= 13@ // (float) 0073: 11@ /= 13@ // (float) 0073: 12@ /= 13@ // (float) 005B: 10@ += 7@ // (float) 005B: 11@ += 8@ // (float) 005B: 12@ += 9@ // (float) for 0@ = 0 to 7 0208: 4@ = random_float_in_ranges -1.5 1.5 0208: 5@ = random_float_in_ranges -1.5 1.5 0208: 6@ = random_float_in_ranges -1.5 1.5 005B: 4@ += 10@ // (float) 005B: 5@ += 11@ // (float) 005B: 6@ += 12@ // (float) 06BC: create_M4_shoot_from 7@ 8@ 9@ target 4@ 5@ 6@ energy 15 058A: create_gun_flash_from 7@ 8@ 9@ to 4@ 5@ 6@ 097B: play_audio_at_object 3@ event 1157 097A: play_audio_at 7@ 8@ 9@ event 1157 end 0006: 32@ = 0 end end jump @ACCES_3 :ACCES_8 if 03CA: object 31@ exists then 0108: destroy_object 31@ end if 06B3: searchlight 16@ active then 06B2: destroy_searchlight 16@ end if and 0019: 21@ > 1 82D8: not actor $PLAYER_ACTOR current_weapon == 25 82D8: not actor $PLAYER_ACTOR current_weapon == 26 82D8: not actor $PLAYER_ACTOR current_weapon == 27 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 82D8: not actor $PLAYER_ACTOR current_weapon == 37 then 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 end 0108: destroy_object 3@ 0249: release_model #GRENADE 0249: release_model #TEARGAS 0249: release_model #FLARE if and 03CA: object 14@ exists 0019: 29@ > 3 82D8: not actor $PLAYER_ACTOR current_weapon == 34 82D8: not actor $PLAYER_ACTOR current_weapon == 35 82D8: not actor $PLAYER_ACTOR current_weapon == 36 then 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0108: destroy_object 14@ end if 0039: 29@ == 6 then 08B1: enable_night_vision 0 end 0687: clear_actor $PLAYER_ACTOR task wait 0 03F0: enable_text_draw 0 0391: release_txd_dictionary wait 50 jump @ACCES_0 :ACCES_GREN if 03CA: object 15@ exists 0AA1: return_if_false if and 09CC: object 15@ model_is #GRENADE 04DA: has_object 15@ collided 0AA1: return_if_false 0A98: 8@ = object 15@ struct for 0@ = 0xC89110 to 0xC8918C step 4 0A8D: 7@ = read_memory 0@ size 4 virtual_protect 0 if 003B: 7@ == 8@ // (int) then 000A: 0@ += -0xC89110 0012: 0@ *= 9 000A: 0@ += 0xC891B4 0A8D: 7@ = read_memory 0xB7CB84 size 4 virtual_protect 0 0A8C: write_memory 0@ size 4 value 7@ virtual_protect 0 break end end return :ATAN 0509: 4@ = distance_between_XY 5@ 6@ and_XY 0.0 0.0 0073: 5@ /= 4@ // (float) 0073: 6@ /= 4@ // (float) 0509: 4@ = distance_between_XY 5@ 6@ and_XY 0.0 1.0 for 0@ = 0 to 11 0017: 4@ /= 2.0 006B: 4@ *= 4@ // (float) 0087: 6@ = 4@ // (float) 0013: 4@ *= -1.0 000B: 4@ += 1.0 01FB: 4@ = square_root 4@ 0013: 4@ *= -1.0 000B: 4@ += 1.0 006B: 4@ *= 4@ // (float) 005B: 4@ += 6@ // (float) 01FB: 4@ = square_root 4@ end 0013: 4@ *= 4096.0 0013: 4@ *= 180.0 0017: 4@ /= 3.14159265 if 0021: 5@ > 0.0 then 0013: 4@ *= -1.0 000B: 4@ += 360.0 end return :ACCES_ANIM hex 3200 2D00 2600 2200 3200 2800 4B00 5A00 4B00 4B00 4B00 0F00 0F00 3A00 3A00 3000 6801 end :ACCES_T_LGT hex "Flash_Light_OFF" 00 "Flash_Light_ON_" 00 end :ACCES_T_SEC hex "None___________" 00 "HE_Grenade_____" 00 "Smoke_Grenade__" 00 "Flare__________" 00 "Shotgun________" 00 end :ACCES_T_SGT hex "Cross_Hair_____" 00 "Laser_Sight____" 00 "Dot_Sight______" 00 "Night_Vision___" 00 "Scope_x3.5_____" 00 "Scope_x7.0_____" 00 end :ACCES_T_SPR hex "Suppressor_OFF_" 00 "Suppressor_ON__" 00 end