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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@
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
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
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
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
:_ZN8CGeneral11GetATanOfXYEff
hex
"_ZN8CGeneral11GetATanOfXYEff" 00
end
:_ZN6CPools6GetPedEi
hex
"_ZN6CPools6GetPedEi" 00
end
:_ZN12CAnimManager14BlendAnimationEP7RpClump12AssocGroupId11AnimationIdf
hex
"_ZN12CAnimManager14BlendAnimationEP7RpClump12AssocGroupId11AnimationIdf" 00
end