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{$CLEO} { Mod Name: Author: Credits: } const PX = 1@ PY = 2@ PZ = 3@ CURRENT_TOWN = 7@ WIDESCREEN_STATUS = 8@ IS_IN_WIDESCREEN = 9@ ENTER_STATUS = 10@ IS_OPENING_DOOR = 11@ IS_IN_CUTSCENE = 12@

RADAR_MODE = 13@ RADAR_ENABLED = 14@ IS_RADAR_ONSCREEN = 15@ INTO_INTERIOR = 16@ IS_IN_INTERIOR = 17@ ///-------------------------ZONE_TEXT = s$93 TOWN_TEXT = s$95 INTERIOR_TEXT = v$99 end IS_IN_WIDESCREEN = FALSE IS_OPENING_DOOR = FALSE IS_IN_CUTSCENE = FALSE IS_RADAR_ONSCREEN = TRUE IS_IN_INTERIOR = FALSE 0000: Starting code... while true wait 0 gosub @WideScreenCheck gosub @OpenDoorCheck gosub @CutsceneCheck gosub @GetRadarOnScreen if or IS_IN_WIDESCREEN == TRUE IS_OPENING_DOOR == TRUE IS_IN_CUTSCENE == TRUE IS_RADAR_ONSCREEN == FALSE then 03F0: enable_text_draw 0 else if and 80DF: not actor $PLAYER_ACTOR driving 00E1: player $PLAYER_CHAR pressed_key 4 then 03F0: enable_text_draw 0 else 03F0: enable_text_draw 1 Town\Zone texts Wesser Nope

gosub @ZoneTextDisplay end end end :WideScreenCheck 0A8D: WIDESCREEN_STATUS = read_memory 0xB6F065 size 4 virtual_protect 0 if WIDESCREEN_STATUS == 1 then IS_IN_WIDESCREEN = TRUE else IS_IN_WIDESCREEN = FALSE end return :OpenDoorCheck 0A8D: ENTER_STATUS = read_memory 0x96A7CC size 4 virtual_protect 0 // I found th is :) if or ENTER_STATUS == 1 ENTER_STATUS == 2 then IS_OPENING_DOOR = TRUE else IS_OPENING_DOOR = FALSE end return :CutsceneCheck if 06B9: cutscene_data_loaded then if 82E9: not cutscene_reached_end then IS_IN_CUTSCENE = TRUE end else IS_IN_CUTSCENE = FALSE end return :GetRadarOnScreen 0A8D: RADAR_MODE = read_memory 0xBA676C size 4 virtual_protect 0 0A8D: RADAR_ENABLED = read_memory 0xBAA3FB size 4 virtual_protect 0 if and RADAR_MODE == 2 RADAR_ENABLED == 0 then IS_RADAR_ONSCREEN = FALSE else IS_RADAR_ONSCREEN = TRUE end return :ZoneTextDisplay gosub @InteriorCheck

if IS_IN_INTERIOR == FALSE then gosub @GetZoneText gosub @TownTextDisplay if or 05AD: ZONE_TEXT 05AD: ZONE_TEXT 05AD: ZONE_TEXT then 05A9: ZONE_TEXT = end if 05AD: ZONE_TEXT then 05A9: ZONE_TEXT = end gosub @DrawZoneText else gosub @InteriorTextDisplay end return :InteriorCheck 077E: get_active_interior_to INTO_INTERIOR if INTO_INTERIOR == 0 then IS_IN_INTERIOR = FALSE else IS_IN_INTERIOR = TRUE end return :GetZoneText 00A0: store_actor $PLAYER_ACTOR position_to PX PY PZ 0843: get_zone_at PX PY PZ nameA_to ZONE_TEXT // 8-byte string return :TownTextDisplay gosub @GetCurrentTown if CURRENT_TOWN == 0 then 05A9: TOWN_TEXT = 'CS' // Country Side end if CURRENT_TOWN == 1 then 05A9: TOWN_TEXT = 'LA' // Los Santos end if CURRENT_TOWN == 2 then 05A9: TOWN_TEXT = 'SF' // San Fierro end == 'LA' // Los Santos == 'SF' // San Fierro == 'VE' // Las Venturas 'CT' // Country == 'SAN_AND' // San Andreas 'CN' // Ocean

if CURRENT_TOWN == 3 then 05A9: TOWN_TEXT = 'VE' // Las Venturas end if 05AD: then 05A9: TOWN_TEXT = 'SAN_AND' // San Andreas end if 05AD: then 05A9: TOWN_TEXT = 'LA' // Los Santos end if 05AD: then 05A9: TOWN_TEXT = 'SF' // San Fierro end if 05AD: then 05A9: TOWN_TEXT = 'VE' // Las Venturas end gosub @DrawTownText return :DrawZoneText 03E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.3 1.2 0342: enable_text_draw_centered 1 081C: draw_text_outline 2 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 426.0 GXT ZONE_TEXT return :GetCurrentTown 0842: CURRENT_TOWN = player $PLAYER_CHAR town_number return :DrawTownText 03E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.3 1.2 0342: enable_text_draw_centered 1 081C: draw_text_outline 2 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 326.0 GXT TOWN_TEXT return :InteriorTextDisplay gosub @GetInteriorText gosub @DrawInteriorText // DrawZoneText as DrawInteriorText gosub @DrawTownText return :GetInteriorText 094B: INTERIOR_TEXT = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-by te string return ZONE_TEXT == 'VE' // Las Venturas ZONE_TEXT == 'SF' // San Fierro ZONE_TEXT == 'LA' // Los Santos ZONE_TEXT == 'SAN_AND' // San Andreas

:DrawInteriorText 03E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.3 1.2 0342: enable_text_draw_centered 1 081C: draw_text_outline 2 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 426.0 GXT INTERIOR_TEXT return

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