Mikä on Gta san andreasin Ps2 Superman Koodi ????????????????????????!!!
GTA San Andreas Superman Koodi ??
10
2644
Vastaukset
- LOLZ!
Jeps, sitä ei oo ps2:lle.
Se on vain internetin gta-suomeen.
Ja turha ruveta kyselemään gta-suomest, sillä siinä pitää ladata kymmeniä viruksien-tuoja ohjelmaa ja ne kaikki veisi tietokoneesi tilan.
- Rewi siitä.- LOLZ!
No lol gta finland ei vie ees mitää tilaa mul on se ja fast furious cars mode
- arexei
004F: create_thread ££SCJ_1
:SCJMEMB_1
03A4: name_thread 'SCJMEMB'
0006: @18 = -1 ;; integer values
:SCJMEMB_3
0001: wait 50 ms
00D6: if 0
0256: is_player_playing $PLAYER
004D: jump_if_false ££SCJMEMB_91
00D6: if 0
056D: is @0 valid_char_handle
004D: jump_if_false ££SCJMEMB_91
00D6: if 1
06EE: is_char @0 in_group $PLAYER_GROUP
8118: NOT is_char @0 dead
004D: jump_if_false ££SCJMEMB_91
:SCJMEMB_14
00D6: if 0
803B: NOT @10 == @0 ;; integer values
004D: jump_if_false ££SCJMEMB_24
00D6: if 0
8039: NOT @18 == 7 ;; integer values
004D: jump_if_false ££SCJMEMB_24
000A: @18 = 1 ;; integer values
092B: get_group $PLAYER_GROUP member_from_slot @18 store_to @10
0001: wait 0 ms
0002: jump ££SCJMEMB_14
:SCJMEMB_24
0819: get_char @0 distance_from_ground_to @17
0819: get_char $SCPLAYER distance_from_ground_to @16
06AC: get_char $SCPLAYER movement_speed_to @8
000B: @8 = 50.0 ;; floating-point values
0087: @9 = @8 ;; floating-point values only
0013: @9 *= -1.0 ;; floating-point values
00D6: if 0
0611: is_char @0 performing_animation "FALL_SKYDIVE_ACCEL"
004D: jump_if_false ££SCJMEMB_82
00D6: if 1
0023: 3.0 > @16 ;; floating-point values
0023: 3.0 > @17 ;; floating-point values
004D: jump_if_false ££SCJMEMB_41
0173: set_char @0 Z_angle_to @13
0812: char @0 perform_animation "PARA_LAND" group "PARACHUTE" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 limT 1000 ;versionB
0001: wait 500 ms
0002: jump ££SCJMEMB_3
:SCJMEMB_41
0871: init_jump_table @18 total_jumps 6 0 ££SCJMEMB_42 jumps 1 ££SCJMEMB_44 2 ££SCJMEMB_46 3 ££SCJMEMB_48 4 ££SCJMEMB_50 5 ££SCJMEMB_52 6 ££SCJMEMB_54 -1 ££SCJMEMB_55
:SCJMEMB_42
04C4: get_char $SCPLAYER position_3D_coord_with_offset -2.0 2.0 2.0 store_to @23 @24 @25
0002: jump ££SCJMEMB_55
:SCJMEMB_44
04C4: get_char $SCPLAYER position_3D_coord_with_offset 2.0 2.0 2.0 store_to @23 @24 @25
0002: jump ££SCJMEMB_55
:SCJMEMB_46
04C4: get_char $SCPLAYER position_3D_coord_with_offset 3.0 -2.0 2.0 store_to @23 @24 @25
0002: jump ££SCJMEMB_55
:SCJMEMB_48
04C4: get_char $SCPLAYER position_3D_coord_with_offset -3.0 -2.0 2.0 store_to @23 @24 @25
0002: jump ££SCJMEMB_55
:SCJMEMB_50
04C4: get_char $SCPLAYER position_3D_coord_with_offset 5.0 -4.0 2.0 store_to @23 @24 @25
0002: jump ££SCJMEMB_55
:SCJMEMB_52
04C4: get_char $SCPLAYER position_3D_coord_with_offset -5.0 -4.0 2.0 store_to @23 @24 @25
0002: jump ££SCJMEMB_55
:SCJMEMB_54
04C4: get_char $SCPLAYER position_3D_coord_with_offset 0.0 -4.0 2.0 store_to @23 @24 @25
:SCJMEMB_55
04C4: get_char @0 position_3D_coord_with_offset 0.0 0.0 0.0 store_to @20 @21 @22
0509: get_distance_between_2D_coord @20 @21 and_2D_coord @23 @24 store_to @15
0063: @23 -= @20 ;; floating-point values
0063: @24 -= @21 ;; floating-point values
0063: @25 -= @22 ;; floating-point values
0604: get_point @23 @24 angle_to @13
0604: get_point @25 @15 angle_to @14
0013: @14 *= -1.0 ;; floating-point values
083E: set_char @0 rotations_XYZ @14 0.0 @13 ;float char air
00D6: if 0
0025: @23 > @8 ;; floating-point values
004D: jump_if_false ££SCJMEMB_68
0087: @23 = @8 ;; floating-point values only
:SCJMEMB_68
00D6: if 0
0025: @9 > @23 ;; floating-point values
004D: jump_if_false ££SCJMEMB_72
0087: @23 = @9 ;; floating-point values only
:SCJMEMB_72
00D6: if 0
0025: @24 > @8 ;; floating-point values
004D: jump_if_false ££SCJMEMB_76
0087: @24 = @8 ;; floating-point values only
:SCJMEMB_76
00D6: if 0
0025: @9 > @24 ;; floating-point values
004D: jump_if_false ££SCJMEMB_80
0087: @24 = @9 ;; floating-point values only
:SCJMEMB_80
083C: set_char @0 velocity_in_direction_XYZ @23 @24 @25 ;float world hi
0002: jump ££SCJMEMB_3
:SCJMEMB_82
00D6: if 0
0021: @16 > 3.0 ;; floating-point values
004D: jump_if_false ££SCJMEMB_86
0812: char @0 perform_animation "FALL_SKYDIVE_ACCEL" group "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 limT -1 ;versionB
:SCJMEMB_86
00D6: if 1
0021: @17 > 3.0 ;; floating-point values
004D: jump_if_false ££SCJMEMB_3
0812: char @0 perform_animation "FALL_SKYDIVE_ACCEL" group "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 limT -1 ;versionB
0002: jump ££SCJMEMB_3
:SCJMEMB_91
00D6: if 0
056D: is @0 valid_char_handle
004D: jump_if_false ££SCJMEMB_95
01C2: mark_char_as_no_longer_needed @0
:SCJMEMB_95
004E: end_thread
:SCJ_1
03A4: name_thread 'SCJ'
0001: wait 1500 ms
0A1F: set_stat 24 max_to 1000.0
0629: change_stat 64 to 1000 ;; integer values
0330: set_player $PLAYER infinite_run_to 1
0007: @9 = 10.0 ;; floating-point values
0007: @11 = 2.0 ;; floating-point values
0007: @12 = 0.0 ;; floating-point values
08C0: clear $11243.25 bit 7 ;global v
08C0: clear $11243.25 bit 8 ;global v
08C0: clear $11243.25 bit 9 ;global v
08C0: clear $11243.25 bit 10 ;global v
08C0: clear $11243.25 bit 11 ;global v
08C0: clear $11243.25 bit 12 ;global v
08C0: clear $11243.25 bit 13 ;global v
08C0: clear $11243.25 bit 14 ;global v
08C0: clear $11243.25 bit 15 ;global v
08C0: clear $11243.25 bit 16 ;global v
:SCJ_19
0001: wait 50 ms
00D6: if 0
09C8: are_menu_subtitles_switched_on
004D: jump_if_false ££SCJ_92
00D6: if 0
0256: is_player_playing $PLAYER
004D: jump_if_false ££SCJ_19
06F0: set_group $PLAYER_GROUP separation_range 500.0
0050: gosub ££SCJ_320
0050: gosub ££SCJ_333
00D6: if 0
80DF: NOT is_char $SCPLAYER driving
004D: jump_if_false ££SCJ_19
00D6: if 0
04EE: has_animation_loaded "PARACHUTE"
004D: jump_if_false ££SCJ_318
0050: gosub ££SCJ_113
0090: $10949 = float_to_integer @9
04F7: status_text $10949 type 1 line 4 GXT_reference 'DUMMY'
04F7: status_text $11242.25 type 1 line 3 GXT_reference 'DUMMY'
0819: get_char $SCPLAYER distance_from_ground_to @16
06AC: get_char $SCPLAYER movement_speed_to @8
0050: gosub ££SCJ_349
0050: gosub ££SCJ_405
0050: gosub ££SCJ_370
00D6: if 0
8021: NOT @16 > 2.0 ;; floating-point values
004D: jump_if_false ££SCJ_51
0050: gosub ££SCJ_98
0050: gosub ££SCJ_145
0050: gosub ££SCJ_197
0002: jump ££SCJ_308
:SCJ_51
00D6: if 0
84AD: NOT is_char $SCPLAYER touching_water
004D: jump_if_false ££SCJ_308
00D6: if 0
0021: @16 > 3.0 ;; floating-point values
004D: jump_if_false ££SCJ_305
08BA: set $11243.25 bit 16 ;global v
02AB: set_char $SCPLAYER immunities_to_BP 0 FP 0 EP 0 DP 1 WP_or_NP 0
00D6: if 1
8611: NOT is_char $SCPLAYER performing_animation "FALL_SKYDIVE_ACCEL"
8611: NOT is_char $SCPLAYER performing_animation "FALL_SKYDIVE"
004D: jump_if_false ££SCJ_66
0687: clear_char_task $SCPLAYER
0007: @12 = 0.0 ;; floating-point values
0002: jump ££SCJ_76
:SCJ_66
00D6: if 0
00E1: is_button_pressed_pad 0 button 8
004D: jump_if_false ££SCJ_82
0001: wait 250 ms
00D6: if 0
08B4: is $11243.25 bit 12 set ;global v
004D: jump_if_false ££SCJ_75
08C0: clear $11243.25 bit 12 ;global v
0002: jump ££SCJ_76
:SCJ_75
08BA: set $11243.25 bit 12 ;global v
:SCJ_76
00D6: if 0
08B4: is $11243.25 bit 12 set ;global v
004D: jump_if_false ££SCJ_81
0812: char $SCPLAYER perform_animation "FALL_SKYDIVE" group "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 limT -1 ;versionB
0002: jump ££SCJ_82
:SCJ_81
0812: char $SCPLAYER perform_animation "FALL_SKYDIVE_ACCEL" group "PARACHUTE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 limT -1 ;versionB
:SCJ_82
0050: gosub ££SCJ_270
0050: gosub ££SCJ_225
0050: gosub ££SCJ_239
00D6: if 0
00E1: is_button_pressed_pad 0 button 16
004D: jump_if_false ££SCJ_19
0050: gosub ££SCJ_398
0687: clear_char_task $SCPLAYER
0001: wait 3000 ms
0002: jump ££SCJ_19
:SCJ_92
00D6: if 0
08B4: is $11243.25 bit 16 set ;global v
004D: jump_if_false ££SCJ_97
02AB: set_char $SCPLAYER immunities_to_BP 0 FP 0 EP 0 DP 0 WP_or_NP 0
08C0: clear $11243.25 bit 16 ;global v
:SCJ_97
0002: jump ££SCJ_19
:SCJ_98
00D6: if 3
88B4: NOT is $11243.25 bit 14 set ;global v
00E1: is_button_pressed_pad 0 button 5
80E1: NOT is_button_pressed_pad 0 button 7
0019: @17 > 499 ;; integer values
004D: jump_if_false ££SCJ_112
04C4: get_char $SCPLAYER position_3D_coord_with_offset -5.0 5.0 0.0 store_to @20 @21 @22
04C4: get_char $SCPLAYER position_3D_coord_with_offset 5.0 5.0 0.0 store_to @22 @23 @24
09C0: get_vehicle_within_rectangle_cornerL_at_2D_coord @20 @21 cornerR_at_2D_coord @22 @23 height 15.0 with_modelID -1 handle_as @0 ;out
00D6: if 0
056E: is @0 valid_vehicle_handle
004D: jump_if_false ££SCJ_112
004F: create_thread ££SCJA_1 @0
08BA: set $11243.25 bit 14 ;global v
:SCJ_112
0051: return
:SCJ_113
00D6: if 0
88B4: NOT is $11243.25 bit 13 set ;global v
004D: jump_if_false ££SCJ_122
00D6: if 2
00E1: is_button_pressed_pad 0 button 10
00E1: is_button_pressed_pad 0 button 17
0019: @17 > 499 ;; integer values
004D: jump_if_false ££SCJ_143
08BA: set $11243.25 bit 13 ;global v
:SCJ_122
00D6: if 21
80E1: NOT is_button_pressed_pad 0 button 11
80E1: NOT is_button_pressed_pad 0 button 17
004D: jump_if_false ££SCJ_142
000E: @17 -= 3 ;; integer values
008A: $11242.25 = @17 ;; integer values and handles
0014: $11242.25 /= 5 ;; integer values
00D6: if 0
0019: @17 > 10 ;; integer values
004D: jump_if_false ££SCJ_142
008F: @20 = integer_to_float $11242.25
0013: @20 *= .01 ;; floating-point values
000F: @20 -= 1.0 ;; floating-point values
0097: make @20 absolute_float
00D6: if 0
0023: .4 > @20 ;; floating-point values
004D: jump_if_false ££SCJ_140
0007: @20 = .4 ;; floating-point values
:SCJ_140
015D: set_gamespeed_to @20 ;float
0051: return
:SCJ_142
08C0: clear $11243.25 bit 13 ;global v
:SCJ_143
015D: set_gamespeed_to 1.0 ;float
0051: return
:SCJ_145
00D6: if 1
00E1: is_button_pressed_pad 0 button 7
0019: @17 > 6 ;; integer values
004D: jump_if_false ££SCJ_196
0001: wait 0 ms
000E: @17 -= 5 ;; integer values
008A: $11242.25 = @17 ;; integer values and handles
0014: $11242.25 /= 5 ;; integer values
00D6: if 0
00E1: is_button_pressed_pad 0 button 7
004D: jump_if_false ££SCJ_196
04C4: get_char $SCPLAYER position_3D_coord_with_offset 0.0 0.0 0.0 store_to @20 @21 @22
04C4: get_char $SCPLAYER position_3D_coord_with_offset -20.0 -20.0 0.0 store_to @23 @24 @25
04C4: get_char $SCPLAYER position_3D_coord_with_offset 20.0 -20.0 0.0 store_to @25 @26 @27
073E: get_vehicle_within_sphere_with_center_at_3D_coord @20 @21 @22 radius 10.0 with_modelID -1 handle_as @0 ;in npc
00D6: if 0
056E: is @0 valid_vehicle_handle
004D: jump_if_false ££SCJ_164
0002: jump ££SCJ_168
:SCJ_164
09C0: get_vehicle_within_rectangle_cornerL_at_2D_coord @23 @24 cornerR_at_2D_coord @25 @26 height 40.0 with_modelID -1 handle_as @0 ;out
00D6: if 0
056E: is @0 valid_vehicle_handle
004D: jump_if_false ££SCJ_145
:SCJ_168
046C: get_vehicle @0 driver_handle_to @20
00D6: if 0
056D: is @20 valid_char_handle
004D: jump_if_false ££SCJ_173
009B: delete_char @20
:SCJ_173
0407: get_vehicle @0 position_3D_coord_with_offset 0.0 0.0 0.0 store_to @20 @21 @22
04C4: get_char $SCPLAYER position_3D_coord_with_offset 0.0 0.0 0.0 store_to @23 @24 @25
0063: @20 -= @23 ;; floating-point values
0063: @21 -= @24 ;; floating-point values
0013: @20 *= 4.0 ;; floating-point values
0013: @21 *= 4.0 ;; floating-point values
02F7: get_cosine_of @20 store_to @23 ;; floating-point values
02F7: get_cosine_of @21 store_to @24 ;; floating-point values
00D6: if 0
8021: NOT @20 > 0.0 ;; floating-point values
004D: jump_if_false ££SCJ_185
0013: @23 *= -1.0 ;; floating-point values
:SCJ_185
00D6: if 0
8021: NOT @21 > 0.0 ;; floating-point values
004D: jump_if_false ££SCJ_189
0013: @24 *= -1.0 ;; floating-point values
:SCJ_189
0013: @23 *= .07 ;; floating-point values
0013: @24 *= .07 ;; floating-point values
07D5: set_vehicle @0 apply_momentum_in_direction_XYZ @23 @24 .01 rotory_pulse_about_an_an_axis_XY 0.0 0.0 unk 0.0 ;float world lo
066B: create_FxSystem "SHOOTLIGHT" attached_to_vehicle @0 offset 0.0 2.0 1.0 unknown 1 handle_as @26
064C: play_FxSystem @26
064F: mark_FxSystem_as_no_longer_needed @26
0002: jump ££SCJ_145
:SCJ_196
0051: return
:SCJ_197
00D6: if 1
00E1: is_button_pressed_pad 0 button 10
00E1: is_button_pressed_pad 0 button 14
004D: jump_if_false ££SCJ_224
04C4: get_char $SCPLAYER position_3D_coord_with_offset 0.0 0.0 1.4 store_to @21 @22 @23
04C4: get_char $SCPLAYER position_3D_coord_with_offset 0.0 0.0 7.6 store_to @24 @25 @26
00D6: if 0
06BD: is_no_obstacles_between_3D_coord @21 @22 @23 and_3D_coord @24 @25 @26 solid 1 vehicle 1 char 1 object 1 FxSystem 1
004D: jump_if_false ££SCJ_224
000E: @17 -= 70 ;; integer values
0006: @20 = 50 ;; integer values
066A: create_FxSystem "JETTHRUST" attached_to_char $SCPLAYER offset 0.0 0.0 -1.0 rotation 0.0 .01 0.0 unknown 1 handle_as @21
066A: create_FxSystem "PRT_SAND" attached_to_char $SCPLAYER offset 0.0 0.0 -4.0 rotation 0.0 .01 0.0 unknown 1 handle_as @22
064C: play_FxSystem @21
064C: play_FxSystem @22
:SCJ_212
0001: wait 20 ms
083C: set_char $SCPLAYER velocity_in_direction_XYZ 0.0 0.0 9.0 ;float world hi
0819: get_char $SCPLAYER distance_from_ground_to @16
000A: @20 = -1 ;; integer values
00D6: if 0
8039: NOT @20 == 0 ;; integer values
004D: jump_if_false ££SCJ_222
00D6: if 0
04B5: @16 >= 9.0 ;; integer values OR floating-point values
004D: jump_if_false ££SCJ_212
:SCJ_222
0650: delete_FxSystem @21 ;stop and then delete when finished
0650: delete_FxSystem @22 ;stop and then delete when finished
:SCJ_224
0051: return
:SCJ_225
00D6: if 0
00E1: is_button_pressed_pad 0 button 14
004D: jump_if_false ££SCJ_238
0001: wait 400 ms
00D6: if 0
88B4: NOT is $11243.25 bit 9 set ;global v
004D: jump_if_false ££SCJ_237
066A: create_FxSystem "EXPLOSION_FUEL_CAR" attached_to_char $SCPLAYER offset 0.0 2.0 0.0 rotation 0.0 .01 0.0 unknown 1 handle_as @3
064C: play_FxSystem @3
064F: mark_FxSystem_as_no_longer_needed @3
08BA: set $11243.25 bit 9 ;global v
0002: jump ££SCJ_238
:SCJ_237
08C0: clear $11243.25 bit 9 ;global v
:SCJ_238
0051: return
:SCJ_239
00D6: if 2
8021: NOT @16 > 15.0 ;; floating-point values
0021: @16 > 2.0 ;; floating-point values
08B4: is $11243.25 bit 9 set ;global v
004D: jump_if_false ££SCJ_269
04C4: get_char $SCPLAYER position_3D_coord_with_offset -10.0 -10.0 0.0 store_to @20 @21 @22
04C4: get_char $SCPLAYER position_3D_coord_with_offset 10.0 -10.0 0.0 store_to @22 @23 @24
09C0: get_vehicle_within_rectangle_cornerL_at_2D_coord @20 @21 cornerR_at_2D_coord @22 @23 height 30.0 with_modelID -1 handle_as @0 ;out
00D6: if 0
056E: is @0 valid_vehicle_handle
004D: jump_if_false ££SCJ_269
046C: get_vehicle @0 driver_handle_to @25
00D6: if 0
056D: is @25 valid_char_handle
004D: jump_if_false ££SCJ_255
009B: delete_char @25
:SCJ_255
0407: get_vehicle @0 position_3D_coord_with_offset 0.0 0.0 0.0 store_to @20 @21 @22
04C4: get_char $SCPLAYER position_3D_coord_with_offset 0.0 0.0 0.0 store_to @23 @24 @25
0063: @23 -= @20 ;; floating-point values
0063: @24 -= @21 ;; floating-point values
0013: @23 *= -.006 ;; floating-point values
0013: @24 *= -.006 ;; floating-point values
006B: @23 *= @9 ;; floating-point values
006B: @24 *= @9 ;; floating-point values
0073: @23 /= @16 ;; floating-point values
0073: @24 /= @16 ;; floating-point values
07D5: set_vehicle @0 apply_momentum_in_direction_XYZ @23 @24 0.0 rotory_pulse_about_an_an_axis_XY 0.0 0.0 unk 0.0 ;float world lo
066B: create_FxSystem "SHOOTLIGHT" attached_to_vehicle @0 offset 0.0 2.0 1.0 unknown 1 handle_as @28
064C: play_FxSystem @28
064F: mark_FxSystem_as_no_longer_needed @28
:SCJ_269
0051: return
:SCJ_270
0494: get_joystick 0 data_X1_Y1_X2_Y2_to @1 @2 @3 @4 ;integer
0093: @1 = integer_to_float @1
0093: @2 = integer_to_float @2
0013: @1 *= .02 ;; floating-point values
006B: @1 *= @11 ;; floating-point values
0172: get_char $SCPLAYER Z_angle_to @4
0063: @4 -= @1 ;; floating-point values
0013: @1 *= 4.0 ;; floating-point values
0013: @2 *= .02 ;; floating-point values
006B: @2 *= @11 ;; floating-point values
005B: @12 = @2 ;; floating-point values
00D6: if 0
0023: -80.0 > @12 ;; floating-point values
004D: jump_if_false ££SCJ_285
0007: @12 = -80.0 ;; floating-point values
:SCJ_285
00D6: if 0
0021: @12 > 80.0 ;; floating-point values
004D: jump_if_false ££SCJ_289
0007: @12 = 80.0 ;; floating-point values
:SCJ_289
083E: set_char $SCPLAYER rotations_XYZ @12 @1 @4 ;float char air
0007: @5 = 360.0 ;; floating-point values
0063: @5 -= @4 ;; floating-point values
02F6: get_sine_of @5 store_to @6 ;; floating-point values
02F7: get_cosine_of @5 store_to @7 ;; floating-point values
006B: @6 *= @9 ;; floating-point values
006B: @7 *= @9 ;; floating-point values
02F6: get_sine_of @12 store_to @13 ;; floating-point values
02F7: get_cosine_of @12 store_to @14 ;; floating-point values
006B: @6 *= @14 ;; floating-point values
006B: @7 *= @14 ;; floating-point values
0087: @15 = @9 ;; floating-point values only
006B: @15 *= @13 ;; floating-point values
083C: set_char $SCPLAYER velocity_in_direction_XYZ @6 @7 @15 ;float world hi
000A: @17 = -1 ;; integer values
0051: return
:SCJ_305
00D6: if 0
0021: @8 > 8.0 ;; floating-point values
004D: jump_if_false ££SCJ_19
:SCJ_308
00D6: if 21
0611: is_char $SCPLAYER performing_animation "FALL_SKYDIVE_ACCEL"
0611: is_char $SCPLAYER performing_animation "FALL_SKYDIVE"
004D: jump_if_false ££SCJ_19
083C: set_char $SCPLAYER velocity_in_direction_XYZ 0.0 0.0 0.0 ;float world hi
0687: clear_char_task $SCPLAYER
0001: wait 250 ms
0007: @12 = 0.0 ;; floating-point values
0173: set_char $SCPLAYER Z_angle_to @4
0002: jump ££SCJ_19
:SCJ_318
04ED: load_animation "PARACHUTE"
0002: jump ££SCJ_19
:SCJ_320
000A: @17 = 1 ;; integer values
00D6: if 0
0019: @17 > 500 ;; integer values
004D: jump_if_false ££SCJ_325
0006: @17 = 500 ;; integer values
:SCJ_325
008A: $11242.25 = @17 ;; integer values and handles
0014: $11242.25 /= 5 ;; integer values
00D6: if 0
08B4: is $11243.25 bit 15 set ;global v
004D: jump_if_false ££SCJ_332
08C0: clear $11243.25 bit 15 ;global v
000A: @17 = -2 ;; integer values
:SCJ_332
0051: return
:SCJ_333
0006: @21 = 0 ;; integer values
0087: @25 = @9 ;; floating-point values only
0017: @25 /= 15.0 ;; floating-point values
00D6: if 0
8021: NOT @25 > 1.0 ;; floating-point values
004D: jump_if_false ££SCJ_340
0007: @25 = 1.0 ;; floating-point values
:SCJ_340
00D6: if 0
0611: is_char $SCPLAYER performing_animation $10954.25(@21,71v)
004D: jump_if_false ££SCJ_344
0393: char $SCPLAYER perform_animation $10954.25(@21,71v) at @25 times_normal_rate
:SCJ_344
000A: @21 = 1 ;; integer values
00D6: if 0
0039: @21 == 71 ;; integer values
004D: jump_if_false ££SCJ_340
0051: return
:SCJ_349
00D6: if 22
80E1: NOT is_button_pressed_pad 0 button 11
00E1: is_button_pressed_pad 0 button 10
004D: jump_if_false ££SCJ_358
00D6: if 21
80E1: NOT is_button_pressed_pad 0 button 10
00E1: is_button_pressed_pad 0 button 11
004D: jump_if_false ££SCJ_364
0002: jump ££SCJ_369
:SCJ_358
000F: @9 -= 2.0 ;; floating-point values
00D6: if 0
0023: 5.0 > @9 ;; floating-point values
004D: jump_if_false ££SCJ_369
0007: @9 = 5.0 ;; floating-point values
0002: jump ££SCJ_369
:SCJ_364
000B: @9 = 2.0 ;; floating-point values
00D6: if 0
0021: @9 > 200.0 ;; floating-point values
004D: jump_if_false ££SCJ_369
0007: @9 = 200.0 ;; floating-point values
:SCJ_369
0051: return
:SCJ_370
00D6: if 0
0021: @8 > 60.0 ;; floating-point values
004D: jump_if_false ££SCJ_398
00D6: if 0
88B4: NOT is $11243.25 bit 8 set ;global v
004D: jump_if_false ££SCJ_379
08BA: set $11243.25 bit 8 ;global v
066A: create_FxSystem "PRT_SAND" attached_to_char $SCPLAYER offset 0.0 1.0 0.0 rotation 0.0 .01 0.0 unknown 1 handle_as @30
064C: play_FxSystem @30
:SCJ_379
00D6: if 0
0021: @8 > 130.0 ;; floating-point values
004D: jump_if_false ££SCJ_400
00D6: if 0
88B4: NOT is $11243.25 bit 10 set ;global v
004D: jump_if_false ££SCJ_388
08BA: set $11243.25 bit 10 ;global v
066A: create_FxSystem "PRT_SAND2" attached_to_char $SCPLAYER offset 0.0 1.0 0.0 rotation 0.0 .01 0.0 unknown 1 handle_as @29
064C: play_FxSystem @29
:SCJ_388
00D6: if 0
0021: @8 > 180.0 ;; floating-point values
004D: jump_if_false ££SCJ_402
00D6: if 0
88B4: NOT is $11243.25 bit 11 set ;global v
004D: jump_if_false ££SCJ_404
08BA: set $11243.25 bit 11 ;global v
066A: create_FxSystem "SMOKE_FLARE" attached_to_char $SCPLAYER offset 0.0 1.0 0.0 rotation 0.0 .01 0.0 unknown 1 handle_as @27
064C: play_FxSystem @27
0002: jump ££SCJ_404
:SCJ_398
08C0: clear $11243.25 bit 8 ;global v
0650: delete_FxSystem @30 ;stop and then delete when finished
:SCJ_400
08C0: clear $11243.25 bit 10 ;global v
0650: delete_FxSystem @29 ;stop and then delete when finished
:SCJ_402
08C0: clear $11243.25 bit 11 ;global v
0650: delete_FxSystem @27 ;stop and then delete when finished
:SCJ_404
0051: return
:SCJ_405
00D6: if 0
8039: NOT @18 == 7 ;; integer values
004D: jump_if_false ££SCJ_421
092B: get_group $PLAYER_GROUP member_from_slot @18 store_to @0
00D6: if 0
056D: is @0 valid_char_handle
004D: jump_if_false ££SCJ_419
00D6: if 1
8118: NOT is_char @0 dead
88B6: NOT is $11243.25 bit @18 set ;global local
004D: jump_if_false ££SCJ_423
004F: create_thread ££SCJMEMB_1 @0
08BC: set $11243.25 bit @18 ;global local
0002: jump ££SCJ_423
:SCJ_419
08C2: clear $11243.25 bit @18 ;global local
0002: jump ££SCJ_423
:SCJ_421
0006: @18 = 0 ;; integer values
0051: return
:SCJ_423
000A: @18 = 1 ;; integer values
0051: return
004E: end_thread
:SCJA_1
03A4: name_thread 'SCJA'
0001: wait 250 ms
00D6: if 1
0256: is_player_playing $PLAYER
09C8: are_menu_subtitles_switched_on
004D: jump_if_false ££SCJA_53
0441: get_vehicle @0 modelID_to @1
0247: request_modelID @1
:SCJA_9
0001: wait 0 ms
00D6: if 0
0248: has_modelID_loaded @1
004D: jump_if_false ££SCJA_9
046C: get_vehicle @0 driver_handle_to @7
00D6: if 0
056D: is @7 valid_char_handle
004D: jump_if_false ££SCJA_18
009B: delete_char @7
:SCJA_18
0407: get_vehicle @0 position_3D_coord_with_offset 0.0 0.0 0.0 store_to @10 @11 @12
0174: get_vehicle @0 Z_angle_to @2
03F3: get_vehicle @0 colorA_to @3 colorB_to @4
0A12: get_vehicle @0 colorC_to @5 colorD_to @6
0227: get_vehicle @0 health_to @7
00A6: delete_vehicle @0
00A5: create_vehicle_with_modelID @1 at_3D_coord @10 @11 @12 handle_as @0
0249: mark_modelID_as_no_longer_needed @1
0175: set_vehicle @0 Z_angle_to @2
0229: set_vehicle @0 colorA_to @3 colorB_to @4
0A11: set_vehicle @0 colorC_to @5 colorD_to @6
0224: set_vehicle @0 health_to @7
0208: generate_random_float_in_range 2.0 to 5.0 store_to @8
0208: generate_random_float_in_range .045 to .075 store_to @9
:SCJA_32
0001: wait 50 ms
00D6: if 1
056E: is @0 valid_vehicle_handle
80E1: NOT is_button_pressed_pad 0 button 5
004D: jump_if_false ££SCJA_53
08BA: set $11243.25 bit 15 ;global v
0407: get_vehicle @0 position_3D_coord_with_offset 0.0 0.0 0.0 store_to @10 @11 @12
02CE: get_ground_Z_for_3D_coord @10 @11 @12 store_to @3
0087: @4 = @12 ;; floating-point values only
0063: @4 -= @3 ;; floating-point values
0087: @5 = @4 ;; floating-point values only
006B: @5 *= @8 ;; floating-point values
02F7: get_cosine_of @5 store_to @6 ;; floating-point values
006B: @6 *= @9 ;; floating-point values
07D5: set_vehicle @0 apply_momentum_in_direction_XYZ 0.0 0.0 @6 rotory_pulse_about_an_an_axis_XY 0.0 0.0 unk 0.0 ;float world lo
00D6: if 0
80E1: NOT is_button_pressed_pad 0 button 7
004D: jump_if_false ££SCJA_56
00D6: if 0
001A: 1 > $11242.25 ;; integer values
004D: jump_if_false ££SCJA_32
:SCJA_53
01C3: mark_vehicle_as_no_longer_needed @0
08C0: clear $11243.25 bit 14 ;global v
004E: end_thread
:SCJA_56
0001: wait 50 ms
00D6: if 1
056E: is @0 valid_vehicle_handle
80E1: NOT is_button_pressed_pad 0 button 5
004D: jump_if_false ££SCJA_53
08BA: set $11243.25 bit 15 ;global v
0407: get_vehicle @0 position_3D_coord_with_offset 0.0 0.0 0.0 store_to @10 @11 @12
04C4: get_char $SCPLAYER position_3D_coord_with_offset 0.0 20.0 0.0 store_to @13 @14 @15
0063: @13 -= @10 ;; floating-point values
0063: @14 -= @11 ;; floating-point values
0063: @15 -= @12 ;; floating-point values
0013: @13 *= .01 ;; floating-point values
0013: @14 *= .01 ;; floating-point values
0013: @15 *= .01 ;; floating-point values
07D5: set_vehicle @0 apply_momentum_in_direction_XYZ @13 @14 @15 rotory_pulse_about_an_an_axis_XY 0.0 0.0 unk 0.0 ;float world lo
00D6: if 0
001A: 1 > $11242.25 ;; integer values
004D: jump_if_false ££SCJA_56
0002: jump ££SCJA_53
Että siinä ois. Jos joskus satut ostamaan pelin PC:lle, niin voit sitten kysellä minulta lisää neuvoja.- help !
ouon pitkä
- Help!
Niin että miten voin tehä ton koodin Pc:n san anrea:seen ?
- arexei
Help! kirjoitti:
Niin että miten voin tehä ton koodin Pc:n san anrea:seen ?
Sanny Builderilla (googlaa) aukaiset sellaisen tiedoston kuin "main.scm" (...GTA San Andreas/data/script/main.scm), jonne teet uuden threadin tuota varten (ensimmäinen linja tuossa koodinpätkässä) jonka alle heität kaiken tuon tuosta. Sen jälkeen uudestaan kokoat sen tiedoston. MUISTA TEHDÄ VARMUUSKOPIO KOKO SAN ANDREAKSEN KANSIOSTA!
Ja tuo ei siis ole huijauskoodi, ja joudut aloittamaan pelisi alusta kun oltet tuon laittanut.
- se on olemassa
on se olemassa mutta se on sama kuin itsemurhakoodi!!
- elkkum001
mikä on sit se itsari koodi
???????????????????? - fgrthgjty
lolz mul on teil koodi paina x l2 l1 r2 r1 r3 l3 x tää ei toimi
- fgrthgjty
toi ei oo koodi
Ketjusta on poistettu 0 sääntöjenvastaista viestiä.
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