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как сделать плавать везде ?


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Я с начало искал как Alexander-mx подсказал, нашел пару инструкции (один из них Aliast уже написал), дальше уже по цепочке инструкции... что на что отвечает... в каком случии это инструкция работает.

дальше точно не скажу, потому что в голове каша :)

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ага я тоже так ищу не изменилось когда на бегу а когда воде изменилось ну не находит нечего нужного

даже уже искал 1 когда воде 0 когда на суши тоже нету нужного

щас еще от Z попробую найти

гг thumb.png камеру вроде нашел

и еще когда воду заходишь тебя телепортирует

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Одним NOP-ом не обойдешься... Вот исходник МОДа полета и не только для GTA San Andreas. Думаю разберешься что да как :-D


// This file was decompiled using sascm.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$VERSION 3.1.1000}
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
0A95: enable_thread_saving
thread 'SCJ'
wait 1500
9@ = 10.0
11@ = 2.0
12@ = 0.0
08C3: clear 10@ bit 7
08C3: clear 10@ bit 8
08C3: clear 10@ bit 9
08C3: clear 10@ bit 10
08C3: clear 10@ bit 11
08C3: clear 10@ bit 12
:SCJ_92
wait 50
if
Player.Defined($PLAYER_CHAR)
else_jump @SCJ_92
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SCJ_92
if
04EE: animation "PARACHUTE" loaded
else_jump @SCJ_1957
0090: $10949 = float 9@ to_integer
04F7: status_text $10949 type 1 line 4 GXT 'RYD3_E' // global_variable // C潯a
0819: 16@ = actor $PLAYER_ACTOR distance_from_ground
06AC: 8@ = actor $PLAYER_ACTOR movement_speed
gosub @SCJ_2497
gosub @SCJ_1988
gosub @SCJ_2641
if
not 16@ > 2.0
else_jump @SCJ_250
gosub @SCJ_589
jump @SCJ_1847
:SCJ_250
if
84AD: not actor $PLAYER_ACTOR in_water
else_jump @SCJ_1847
if
16@ > 3.0
else_jump @SCJ_1826
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
if and
not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"
not Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"
else_jump @SCJ_379
0687: clear_actor $PLAYER_ACTOR task
12@ = 0.0
jump @SCJ_440
:SCJ_379
if
00E1: player 0 pressed_key 8
else_jump @SCJ_561
wait 250
if
08B7: test 10@ bit 12
else_jump @SCJ_433
08C3: clear 10@ bit 12
jump @SCJ_440
:SCJ_433
08BD: set 10@ bit 12
:SCJ_440
if
08B7: test 10@ bit 12
else_jump @SCJ_510
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
jump @SCJ_561
:SCJ_510
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
:SCJ_561
gosub @SCJ_1534
gosub @SCJ_919
gosub @SCJ_1052
jump @SCJ_92
:SCJ_589
if and
00E1: player 0 pressed_key 18
00E1: player 0 pressed_key 14
else_jump @SCJ_917
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.4
04C4: store_coords_to 24@ 25@ 26@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 7.6
if
06BD: no_obstacles_between 21@ 22@ 23@ and 24@ 25@ 26@ solid 1 car 1 actor 1 object 1 particle 1
else_jump @SCJ_917
20@ = 50
066A: 21@ = attach_particle "JETTHRUST" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0 rotation 0.0 0.01 0.0 type 1
066A: 22@ = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 -4.0 rotation 0.0 0.01 0.0 type 1
064C: make_particle 21@ visible
064C: make_particle 22@ visible
:SCJ_829
wait 20
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 9.0
0819: 16@ = actor $PLAYER_ACTOR distance_from_ground
20@ += -1
if
not 20@ == 0
else_jump @SCJ_907
if
04B5: 16@ >= 9.0 // @ >= constant
else_jump @SCJ_829
:SCJ_907
0650: destroy_particle 21@
0650: destroy_particle 22@
:SCJ_917
return
:SCJ_919
if
00E1: player 0 pressed_key 17
else_jump @SCJ_1050
if
88B7: not test 10@ bit 9
else_jump @SCJ_1043
066A: 3@ = attach_particle "EXPLOSION_FUEL_CAR" to_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.0 rotation 0.0 0.01 0.0 type 1
064C: make_particle 3@ visible
064F: remove_references_to_particle 3@
08BD: set 10@ bit 9
wait 400
jump @SCJ_1050
:SCJ_1043
08C3: clear 10@ bit 9
:SCJ_1050
return
:SCJ_1052
if and
not 16@ > 15.0
16@ > 2.0
08B7: test 10@ bit 9
else_jump @SCJ_1502
if
88B7: not test 10@ bit 7
else_jump @SCJ_1171
066A: 26@ = attach_particle "HELI_DUST" to_actor $PLAYER_ACTOR with_offset 0.0 10.0 -10.0 rotation 0.0 0.01 0.0 type 1
08BD: set 10@ bit 7
064C: make_particle 26@ visible
:SCJ_1171
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset -10.0 -10.0 0.0
04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 10.0 -10.0 0.0
09C0: 0@ = get_random_car_in_area 20@ 21@ 22@ 23@ 30.0 with_actors -1
if
056E: car 0@ defined
else_jump @SCJ_1502
046C: 25@ = car 0@ driver
if
056D: actor 25@ defined
else_jump @SCJ_1298
Actor.DestroyInstantly(25@)
:SCJ_1298
0407: store_coords_to 20@ 21@ 22@ from_car 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
23@ *= -0.006
24@ *= -0.006
006B: 23@ *= 9@ // (float)
006B: 24@ *= 9@ // (float)
0073: 23@ /= 16@ // (float)
0073: 24@ /= 16@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0
066B: 28@ = attach_particle "SHOOTLIGHT" to_car 0@ with_offset 0.0 2.0 1.0 type 1
064C: make_particle 28@ visible
064F: remove_references_to_particle 28@
:SCJ_1502
if
08B7: test 10@ bit 7
else_jump @SCJ_1532
08C3: clear 10@ bit 7
0650: destroy_particle 26@
:SCJ_1532
return
:SCJ_1534
0494: get_joystick 0 direction_offset_to 1@ 2@ 3@ 4@
0093: 1@ = integer 1@ to_float
0093: 2@ = integer 2@ to_float
1@ *= 0.02
006B: 1@ *= 11@ // (float)
4@ = Actor.Angle($PLAYER_ACTOR)
0063: 4@ -= 1@ // (float)
1@ *= 4.0
2@ *= 0.02
006B: 2@ *= 11@ // (float)
005B: 12@ += 2@ // (float)
if
-80.0 > 12@
else_jump @SCJ_1667
12@ = -80.0
:SCJ_1667
if
12@ > 80.0
else_jump @SCJ_1698
12@ = 80.0
:SCJ_1698
083E: set_actor $PLAYER_ACTOR rotation 12@ 1@ 4@ while_in_air
5@ = 360.0
0063: 5@ -= 4@ // (float)
02F6: 6@ = sine 5@ // (float)
02F7: 7@ = cosine 5@ // (float)
006B: 6@ *= 9@ // (float)
006B: 7@ *= 9@ // (float)
02F6: 13@ = sine 12@ // (float)
02F7: 14@ = cosine 12@ // (float)
006B: 6@ *= 14@ // (float)
006B: 7@ *= 14@ // (float)
0087: 15@ = 9@ // (float)
006B: 15@ *= 13@ // (float)
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 6@ 7@ 15@
return
:SCJ_1826
if
8@ > 8.0
else_jump @SCJ_92
:SCJ_1847
if or
Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE_ACCEL"
Actor.Animation($PLAYER_ACTOR) == "FALL_SKYDIVE"
else_jump @SCJ_92
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0
0687: clear_actor $PLAYER_ACTOR task
wait 250
12@ = 0.0
Actor.Angle($PLAYER_ACTOR) = 4@
jump @SCJ_92
:SCJ_1957
054C: use_GXT_table 'RYDER3'
04ED: load_animation "PARACHUTE"
jump @SCJ_92
:SCJ_1988
0087: 25@ = 9@ // (float)
25@ /= 15.0
if
not 25@ > 1.0
else_jump @SCJ_2037
25@ = 1.0
:SCJ_2037
if
Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"
else_jump @SCJ_2085
0393: actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" at 25@ times_normal_rate
:SCJ_2085
if
Actor.Animation($PLAYER_ACTOR) == "SWIM_CRAWL"
else_jump @SCJ_2133
0393: actor $PLAYER_ACTOR perform_animation "SWIM_CRAWL" at 25@ times_normal_rate
:SCJ_2133
if
Actor.Animation($PLAYER_ACTOR) == "RUN_CSAW"
else_jump @SCJ_2177
0393: actor $PLAYER_ACTOR perform_animation "RUN_CSAW" at 25@ times_normal_rate
:SCJ_2177
if
Actor.Animation($PLAYER_ACTOR) == "RUN_ROCKET"
else_jump @SCJ_2225
0393: actor $PLAYER_ACTOR perform_animation "RUN_ROCKET" at 25@ times_normal_rate
:SCJ_2225
if
Actor.Animation($PLAYER_ACTOR) == "RUN_ARMED"
else_jump @SCJ_2271
0393: actor $PLAYER_ACTOR perform_animation "RUN_ARMED" at 25@ times_normal_rate
:SCJ_2271
if
Actor.Animation($PLAYER_ACTOR) == "FIGHTA_1"
else_jump @SCJ_2315
0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_1" at 25@ times_normal_rate
:SCJ_2315
if
Actor.Animation($PLAYER_ACTOR) == "FIGHTA_2"
else_jump @SCJ_2359
0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_2" at 25@ times_normal_rate
:SCJ_2359
if
Actor.Animation($PLAYER_ACTOR) == "FIGHTA_3"
else_jump @SCJ_2403
0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_3" at 25@ times_normal_rate
:SCJ_2403
if
Actor.Animation($PLAYER_ACTOR) == "FIGHTA_G"
else_jump @SCJ_2447
0393: actor $PLAYER_ACTOR perform_animation "FIGHTA_G" at 25@ times_normal_rate
:SCJ_2447
if
Actor.Animation($PLAYER_ACTOR) == "SWIM_UNDER"
else_jump @SCJ_2495
0393: actor $PLAYER_ACTOR perform_animation "SWIM_UNDER" at 25@ times_normal_rate
:SCJ_2495
return
:SCJ_2497
if or
80E1: not player 0 pressed_key 11
00E1: player 0 pressed_key 10
else_jump @SCJ_2550
if or
80E1: not player 0 pressed_key 10
00E1: player 0 pressed_key 11
else_jump @SCJ_2598
jump @SCJ_2639
:SCJ_2550
9@ -= 2.0
if
5.0 > 9@
else_jump @SCJ_2639
9@ = 5.0
jump @SCJ_2639
:SCJ_2598
9@ += 2.0
if
9@ > 200.0
else_jump @SCJ_2639
9@ = 200.0
:SCJ_2639
return
:SCJ_2641
if
8@ > 60.0
else_jump @SCJ_2955
if
88B7: not test 10@ bit 8
else_jump @SCJ_2742
08BD: set 10@ bit 8
066A: 30@ = attach_particle "PRT_SAND" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 type 1
064C: make_particle 30@ visible
:SCJ_2742
if
8@ > 130.0
else_jump @SCJ_2967
if
88B7: not test 10@ bit 10
else_jump @SCJ_2844
08BD: set 10@ bit 10
066A: 29@ = attach_particle "PRT_SAND2" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 type 1
064C: make_particle 29@ visible
:SCJ_2844
if
8@ > 180.0
else_jump @SCJ_2979
if
88B7: not test 10@ bit 11
else_jump @SCJ_2991
08BD: set 10@ bit 11
066A: 27@ = attach_particle "SMOKE_FLARE" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 rotation 0.0 0.01 0.0 type 1
064C: make_particle 27@ visible
jump @SCJ_2991
:SCJ_2955
08C3: clear 10@ bit 8
0650: destroy_particle 30@
:SCJ_2967
08C3: clear 10@ bit 10
0650: destroy_particle 29@
:SCJ_2979
08C3: clear 10@ bit 11
0650: destroy_particle 27@
:SCJ_2991
return
end_thread
thread 'SCJA'
:SCJA_11
wait 250
if
Player.Defined($PLAYER_CHAR)
else_jump @SCJA_11
if
not Actor.Driving($PLAYER_ACTOR)
else_jump @SCJA_11
if
80E1: not player 0 pressed_key 9
else_jump @SCJA_1089
if and
00E1: player 0 pressed_key 8
80E1: not player 0 pressed_key 9
else_jump @SCJA_11
if
Player.Defined($PLAYER_CHAR)
else_jump @SCJA_11
04C4: store_coords_to 20@ 21@ 22@ from_actor $PLAYER_ACTOR with_offset -5.0 5.0 0.0
04C4: store_coords_to 22@ 23@ 24@ from_actor $PLAYER_ACTOR with_offset 5.0 5.0 0.0
09C0: 0@ = get_random_car_in_area 20@ 21@ 22@ 23@ 10.0 with_actors -1
if
056E: car 0@ defined
else_jump @SCJA_11
0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
064B: 25@ = create_particle "HELI_DUST" at 10@ 11@ 12@ type 1
064C: make_particle 25@ visible
1@ = Car.Model(0@)
Model.Load(1@)
:SCJA_276
wait 0
if
Model.Available(1@)
else_jump @SCJA_276
046C: 7@ = car 0@ driver
if
056D: actor 7@ defined
else_jump @SCJA_325
Actor.DestroyInstantly(7@)
:SCJA_325
0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
2@ = Car.Angle(0@)
03F3: get_car 0@ primary_color_to 3@ secondary_color_to 4@
0A12: get_car 0@ tertiary_color_to 5@ quaternary_color_to 6@
7@ = Car.Health(0@)
Car.Destroy(0@)
0@ = Car.Create(1@, 10@, 11@, 12@)
Model.Destroy(1@)
Car.Angle(0@) = 2@
0229: set_car 0@ primary_color_to 3@ secondary_color_to 4@
0A11: set_car 0@ tertiary_color_to 5@ quaternary_color_to 6@
Car.Health(0@) = 7@
06A2: get_car 0@ velocity_in_direction_XYZ 10@ 11@ 12@
10@ *= 0.03
11@ *= 0.03
07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0
2@ = 500
0208: 8@ = random_float_in_ranges 2.0 5.0
0208: 9@ = random_float_in_ranges 0.045 0.075
:SCJA_564
wait 50
if
056E: car 0@ defined
else_jump @SCJA_791
2@ += -1
0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
02CE: 3@ = ground_z_at 10@ 11@ 12@
0087: 4@ = 12@ // (float)
0063: 4@ -= 3@ // (float)
0087: 5@ = 4@ // (float)
006B: 5@ *= 8@ // (float)
02F7: 6@ = cosine 5@ // (float)
006B: 6@ *= 9@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 0.0 0.0 6@ rotation_velocitiesXY 0.0 0.0 unk 0.0
04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable
0085: 30@ = 2@ // (int)
30@ /= 5
008A: $10948 = 30@ // (int)
if
80E1: not player 0 pressed_key 9
else_jump @SCJA_825
if
2@ == 0
else_jump @SCJA_564
:SCJA_791
0650: destroy_particle 25@
:SCJA_796
Car.RemoveReferences(0@)
:SCJA_801
0650: destroy_particle 26@
08C3: clear 29@ bit 0
0151: remove_status_text $10948
jump @SCJA_11
:SCJA_825
0650: destroy_particle 25@
2@ = 500
:SCJA_838
wait 50
if
056E: car 0@ defined
else_jump @SCJA_796
if
80E1: not player 0 pressed_key 8
else_jump @SCJA_796
2@ += -1
0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 0.0
0063: 13@ -= 10@ // (float)
0063: 14@ -= 11@ // (float)
0063: 15@ -= 12@ // (float)
13@ *= 0.01
14@ *= 0.01
15@ *= 0.01
07D5: set_car 0@ velocity_in_direction_XYZ 13@ 14@ 15@ rotation_velocitiesXY 0.0 0.0 unk 0.0
04F7: status_text $10948 type 1 line 2 GXT 'DUMMY' // global_variable
0085: 30@ = 2@ // (int)
30@ /= 5
008A: $10948 = 30@ // (int)
if
2@ == 0
else_jump @SCJA_838
jump @SCJA_791
:SCJA_1089
0819: 27@ = actor $PLAYER_ACTOR distance_from_ground
if
not 27@ > 1.5
else_jump @SCJA_11
2@ = 100
04F7: status_text $10948 type 1 line 3 GXT 'DUMMY' // global_variable
:SCJA_1143
wait 0
if
88B7: not test 29@ bit 0
else_jump @SCJA_1232
08BD: set 29@ bit 0
066A: 26@ = attach_particle "WATER_RIPPLES" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.01 0.0 type 1
064C: make_particle 26@ visible
:SCJA_1232
2@ += -1
008A: $10948 = 2@ // (int)
if
not 2@ == 0
else_jump @SCJA_801
if
00E1: player 0 pressed_key 9
else_jump @SCJA_801
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset -20.0 -20.0 0.0
04C4: store_coords_to 15@ 16@ 17@ from_actor $PLAYER_ACTOR with_offset 20.0 -20.0 0.0
073E: get_car_in_sphere 10@ 11@ 12@ radius 10.0 model -1 handle_as 0@
if
056E: car 0@ defined
else_jump @SCJA_1413
jump @SCJA_1467
:SCJA_1413
09C0: 0@ = get_random_car_in_area 13@ 14@ 15@ 16@ 40.0 with_actors -1
if
056E: car 0@ defined
else_jump @SCJA_1460
jump @SCJA_1467
:SCJA_1460
jump @SCJA_1143
:SCJA_1467
046C: 7@ = car 0@ driver
if
056D: actor 7@ defined
else_jump @SCJA_1496
Actor.DestroyInstantly(7@)
:SCJA_1496
066B: 28@ = attach_particle "SHOOTLIGHT" to_car 0@ with_offset 0.0 2.0 1.0 type 1
064C: make_particle 28@ visible
064F: remove_references_to_particle 28@
0407: store_coords_to 10@ 11@ 12@ from_car 0@ with_offset 0.0 0.0 0.0
09E5: create_flash_light_at 10@ 11@ 12@ RGB_mask 255 0 0 radius 20.0
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 10@ -= 13@ // (float)
0063: 11@ -= 14@ // (float)
10@ *= 4.0
11@ *= 4.0
02F7: 13@ = cosine 10@ // (float)
02F7: 14@ = cosine 11@ // (float)
if
not 10@ > 0.0
else_jump @SCJA_1707
13@ *= -1.0
:SCJA_1707
if
not 11@ > 0.0
else_jump @SCJA_1738
14@ *= -1.0
:SCJA_1738
13@ *= 0.07
14@ *= 0.07
07D5: set_car 0@ velocity_in_direction_XYZ 13@ 14@ 0.01 rotation_velocitiesXY 0.0 0.0 unk 0.0
wait 50
if
8449: not actor $PLAYER_ACTOR in_a_car
else_jump @SCJA_1894
if and
00E1: player 0 pressed_key 6
00E1: player 0 pressed_key 9
else_jump @SCJA_1894
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 20.0 2.0
0565: create_soundless_explosion_at 0@ 1@ 2@ type 1
020C: create_explosion_with_radius 8 at 0@ 1@ 2@
else_jump @SCJA_1894
:SCJA_1894
wait 50
8449: not actor $PLAYER_ACTOR in_a_car
00E1: player 0 pressed_key 6
00E1: player 0 pressed_key 8
04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.1 0.1 0.2
0565: create_soundless_explosion_at 0@ 1@ 2@ type 1
020C: create_explosion_with_radius 8 at 0@ 0@ 0@
jump @SCJA_1143

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