0% found this document useful (0 votes)
49 views6 pages

VC Swimming

Iwi2k22k2k2k2jk2j2j jj22j2jj2j2j2j2j2j2jwuwusjsjjssjsjsjsjsjwjjwjwwjhwjwjwhhwhahuauwhwhwwhwhwhhwhwwhhwhwhjwjwjjwjwjwjwjjwjwjjwjwjwjjwjwjjwj

Uploaded by

CRUEL HUNTER
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
49 views6 pages

VC Swimming

Iwi2k22k2k2k2jk2j2j jj22j2jj2j2j2j2j2j2jwuwusjsjjssjsjsjsjsjwjjwjwwjhwjwjwhhwhahuauwhwhwwhwhwhhwhwwhhwhwhjwjwjjwjwjwjwjjwjwjjwjwjwjjwjwjjwj

Uploaded by

CRUEL HUNTER
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 6

{$CLEO .

csa}
0000:
const
LEFTSTICKX = 0 //<LS>
LEFTSTICKY = 1 //LS^
RIGHTSTICKX = 2 //<RS>
RIGHTSTICKY = 3 //RS^
LEFTSHOULDER1 = 4 //LB
LEFTSHOULDER2 = 5 //LT
RIGHTSHOULDER1 = 6 //RB
RIGHTSHOULDER2 = 7 //RT
DPADUP = 8 //UP
DPADDOWN = 9 //DOWN
DPADLEFT = 10 //LEFT
DPADRIGHT = 11 //RIGHT
START = 12 //START
SELECT = 13 //SELECT
SQUARE = 14 //X
TRIANGLE = 15 //Y
CROSS = 16 //A
CIRCLE = 17 //B
LEFTSHOCK = 18 //LS
RIGHTSHOCK = 19 //RS
GUIDE = 20 //Guide
end

const
_PLAYER_CHAR = $303
_PLAYER_ACTOR = $304
_onmission = $616
end

0DD0: 5@ = get_label_addr
@_ZN12CAnimManager14BlendAnimationEP7RpClump12AssocGroupId11AnimationIdf
0DD1: 5@ = get_func_addr_by_cstr_name 5@

0DD0: 6@ = get_label_addr @_ZN6CPools6GetPedEi


0DD1: 6@ = get_func_addr_by_cstr_name 6@

0DD0: 11@ = get_label_addr @_ZN8CGeneral11GetATanOfXYEff


0DD1: 11@ = get_func_addr_by_cstr_name 11@

while true
wait 0
if and
00E0: player _PLAYER_CHAR driving
00E1: player 0 pressed_button 15
then
03C1: 10@ = player _PLAYER_CHAR car_no_save
if
02BF: car 10@ sunk
then
03E2: make_actor _PLAYER_ACTOR exit_car
end
end

if and
04AD: actor _PLAYER_ACTOR in_water
8184: not actor _PLAYER_ACTOR health >= 1
then
while 8184: not actor _PLAYER_ACTOR health >= 1
wait 0
end
0054: store_player _PLAYER_CHAR position_to 0@ 1@ 2@
00A1: put_actor _PLAYER_ACTOR at 0@ 1@ 2@
end

if and
0256: player _PLAYER_CHAR defined
80DF: not actor _PLAYER_ACTOR driving
0184: actor _PLAYER_ACTOR health >= 1
then
if
04AD: actor _PLAYER_ACTOR in_water
then
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x7C // integer values
if
80E1: not key_pressed 0 17
then
0DD9: write_mem_addr 0@ value 0.025 size 4 add_ib 0 protect 0
end

0DD3: context_set_reg 0 value _PLAYER_ACTOR


0DD2: context_call_func 6@
0DD4: 4@ = context_get_reg 0
4@ += 0x4C
0DD8: 4@ = read_mem_addr 4@ size 4 fix_ib 0

0DD3: context_set_reg 3 value 4.0


0DD3: context_set_reg 2 value 156
0DD3: context_set_reg 1 value 0
0DD3: context_set_reg 0 value 4@
0DD2: context_call_func 5@

if
00E1: player 0 pressed_button 14 //jump
then
17@ = 0
while 17@ < 100
wait 0
0DD9: write_mem_addr 0@ value 0.022 size 4 add_ib 0 protect 0
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 4@ = context_get_reg 0
4@ += 0x4C
0DD8: 4@ = read_mem_addr 4@ size 4 fix_ib 0

0DD3: context_set_reg 3 value 4.0


0DD3: context_set_reg 2 value 141
0DD3: context_set_reg 1 value 0
0DD3: context_set_reg 0 value 4@
0DD2: context_call_func 5@
end
16@ = 0
while 16@ < 300
wait 0
0DD8: 12@ = read_mem_addr 0x3A1A78 size 4 fix_ib 1
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 20 // integer values
0DD8: 1@ = read_mem_addr 0@ size 4 fix_ib 0
0@ += 4 // integer values
0DD8: 2@ = read_mem_addr 0@ size 4 fix_ib 0
3@ = 0.004 // floating-point values
1@ *= 0.004 // floating-point values (never used in VC or GTA 3)

2@ *= 0.004 // floating-point values (never used in VC or GTA 3)

006B: 1@ *= 12@ // floating-point values


006B: 2@ *= 12@ // floating-point values
006B: 3@ *= 12@ // floating-point values
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 140 //136 // integer values
0DD9: write_mem_addr 0@ value 1@ size 4 add_ib 0 protect 1
0@ += 4 // integer values
0DD9: write_mem_addr 0@ value 2@ size 4 add_ib 0 protect 1
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x7C // integer values
0DD9: write_mem_addr 0@ value 3@ size 4 add_ib 0 protect 1
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x7C // integer values
0DD9: write_mem_addr 0@ value 0.1 size 4 add_ib 0 protect 1
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 4@ = context_get_reg 0
4@ += 0x4C
0DD8: 4@ = read_mem_addr 4@ size 4 fix_ib 0

0DD3: context_set_reg 3 value 4.0


0DD3: context_set_reg 2 value 142
0DD3: context_set_reg 1 value 0
0DD3: context_set_reg 0 value 4@
0DD2: context_call_func 5@
end
end

0494: get_joystick 0 data_to 7@ 8@ 9@ 10@


0093: 7@ = integer 7@ to_float
0093: 8@ = integer 8@ to_float
0DD3: context_set_reg 1 value 7@ //x
0DD3: context_set_reg 0 value 8@ //y
0DD2: context_call_func 11@
0DD4: 9@ = context_get_reg 0
0092: 9@ = float 9@ to_integer

if
00E1: player 0 pressed_button LEFTSTICKY
then
if
9@ <> 6
then
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x7C // integer values 78
0DD9: write_mem_addr 0@ value 0.025 size 4 add_ib 0 protect 0

0DD3: context_set_reg 0 value _PLAYER_ACTOR


0DD2: context_call_func 6@
0DD4: 4@ = context_get_reg 0
4@ += 0x4C
0DD8: 4@ = read_mem_addr 4@ size 4 fix_ib 0

0DD3: context_set_reg 3 value 4.0


0DD3: context_set_reg 2 value 149
0DD3: context_set_reg 1 value 0
0DD3: context_set_reg 0 value 4@
0DD2: context_call_func 5@
0DD8: 12@ = read_mem_addr 0x3A1A78 size 4 fix_ib 1
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x14 // integer values
0DD8: 13@ = read_mem_addr 0@ size 4 fix_ib 0
0@ += 4 // integer values
0DD8: 14@ = read_mem_addr 0@ size 4 fix_ib 0
13@ *= 0.05 // floating-point values (never used in VC or GTA 3)
14@ *= 0.05 // floating-point values (never used in VC or GTA 3)
006B: 13@ *= 12@ // floating-point values
006B: 14@ *= 12@ // floating-point values
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x78 //116 // integer values
0DD9: write_mem_addr 0@ value 14@ size 4 add_ib 0 protect 1
0@ -= 4 // integer values
0DD9: write_mem_addr 0@ value 13@ size 4 add_ib 0 protect 1
else
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x7C // integer values 78
0DD9: write_mem_addr 0@ value -0.025 size 4 add_ib 0 protect 0
end
end

if or
9@ == 4
9@ == 5
then
0170: 10@ = player _player_char z_angle
10@ += 1.0
0171: set_player _player_char z_angle_to 10@
end
if or
9@ == 1
9@ == 2
then
0170: 10@ = player _player_char z_angle
10@ -= 1.0
0171: set_player _player_char z_angle_to 10@
end

if
00E1: player 0 pressed_button 16 //sprint
then
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x7C // integer values 78
0DD9: write_mem_addr 0@ value 0.025 size 4 add_ib 0 protect 0

0DD3: context_set_reg 0 value _PLAYER_ACTOR


0DD2: context_call_func 6@
0DD4: 4@ = context_get_reg 0
4@ += 76
0DD8: 4@ = read_mem_addr 4@ size 4 fix_ib 0
0DD3: context_set_reg 3 value 4.0
0DD3: context_set_reg 2 value 148
0DD3: context_set_reg 1 value 0
0DD3: context_set_reg 0 value 4@
0DD2: context_call_func 5@
0DD8: 12@ = read_mem_addr 0x3A1A78 size 4 fix_ib 1
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 20 // integer values
0DD8: 13@ = read_mem_addr 0@ size 4 fix_ib 0
0@ += 4 // integer values
0DD8: 14@ = read_mem_addr 0@ size 4 fix_ib 0
13@ *= 0.12 // floating-point values (never used in VC or GTA 3)
14@ *= 0.12 // floating-point values (never used in VC or GTA 3)
006B: 13@ *= 12@ // floating-point values
006B: 14@ *= 12@ // floating-point values
0DD3: context_set_reg 0 value _PLAYER_ACTOR
0DD2: context_call_func 6@
0DD4: 0@ = context_get_reg 0
0@ += 0x78 //116 // integer values
0DD9: write_mem_addr 0@ value 14@ size 4 add_ib 0 protect 1
0@ -= 4 // integer values
0DD9: write_mem_addr 0@ value 13@ size 4 add_ib 0 protect 1
end
end
end
end

:_ZN8CGeneral11GetATanOfXYEff
hex
"_ZN8CGeneral11GetATanOfXYEff" 00
end

:_ZN6CPools6GetPedEi
hex
"_ZN6CPools6GetPedEi" 00
end

:_ZN12CAnimManager14BlendAnimationEP7RpClump12AssocGroupId11AnimationIdf
hex
"_ZN12CAnimManager14BlendAnimationEP7RpClump12AssocGroupId11AnimationIdf" 00
end

You might also like