Код
// This file was decompiled using SASCM.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$CLEO .cs}
//-------------MAIN---------------
0662: NOP "HANCOCK P.2"
thread "HANCOCKP2"
:HANCOCKP2_28
wait 0
if and
Player.Defined($PLAYER_CHAR)
0AB0: key_pressed 72
0AB0: key_pressed 50
else_jump @HANCOCKP2_28
018C: play_sound 1058 at 0.0 0.0 0.0
00BC: show_text_highpriority GXT 'CHEAT1' time 2000 flag 1 // Ќњ¦-koљ ak¦њўњpoўa®
jump @HANCOCKP2_99
:HANCOCKP2_99
wait 0
04ED: load_animation "PARACHUTE"
04ED: load_animation "ON_LOOKERS"
if or
8AB0: not key_pressed 72
8AB0: not key_pressed 50
else_jump @HANCOCKP2_99
if and
04EE: animation "PARACHUTE" loaded
04EE: animation "ON_LOOKERS" loaded
else_jump @HANCOCKP2_99
13@ = 15.0
14@ = 0.0
jump @HANCOCKP2_214
:HANCOCKP2_214
wait 0
if or
8AB0: not key_pressed 72
8AB0: not key_pressed 50
else_jump @HANCOCKP2_1651
if or
8AB0: not key_pressed 67
80E1: not player 0 pressed_key 6
else_jump @HANCOCKP2_1651
8@ = 0.0
23@ = 0.0
if and
8AB0: not key_pressed 32
not Actor.Driving($PLAYER_ACTOR)
else_jump @HANCOCKP2_214
if
8818: not actor $PLAYER_ACTOR in_air
else_jump @HANCOCKP2_452
if
00E1: player 0 pressed_key 14
else_jump @HANCOCKP2_214
if
00E1: player 0 pressed_key 15
else_jump @HANCOCKP2_416
0812: AS_actor $PLAYER_ACTOR perform_animation "LKUP_LOOP" IFP_file "ON_LOOKERS" 2.0 loopA 0 lockX 1 lockY 1 lockF 0 time 1000 // versionB
wait 1500
05BC: AS_actor $PLAYER_ACTOR jump 1
wait 300
jump @HANCOCKP2_445
:HANCOCKP2_416
wait 50
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 50.0
wait 600
:HANCOCKP2_445
jump @HANCOCKP2_452
:HANCOCKP2_452
wait 0
04ED: load_animation "SWIM"
if
04EE: animation "SWIM" loaded
else_jump @HANCOCKP2_452
0555: remove_weapon 46 from_actor $PLAYER_ACTOR
7@ = Actor.Angle($PLAYER_ACTOR)
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 7@ while_in_air
30@ = 0
:HANCOCKP2_523
wait 0
if or
8AB0: not key_pressed 72
8AB0: not key_pressed 50
else_jump @HANCOCKP2_1651
if
8449: not actor $PLAYER_ACTOR in_a_car
else_jump @HANCOCKP2_1651
if
8AB0: not key_pressed 16
else_jump @HANCOCKP2_1555
if
8AB0: not key_pressed 17
else_jump @HANCOCKP2_645
0819: 16@ = actor $PLAYER_ACTOR distance_from_ground
if
1.01 > 16@
else_jump @HANCOCKP2_772
if
80E1: not player 0 pressed_key 6
else_jump @HANCOCKP2_704
jump @HANCOCKP2_1555
:HANCOCKP2_645
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
12@ += 2.7
Actor.PutAt($PLAYER_ACTOR, 10@, 11@, 12@)
083E: set_actor $PLAYER_ACTOR rotation 8@ 23@ 31@ while_in_air
jump @HANCOCKP2_523
:HANCOCKP2_704
Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
Actor.StorePos($PLAYER_ACTOR, 10@, 11@, 12@)
7@ = Actor.Angle($PLAYER_ACTOR)
12@ += 0.2
Actor.PutAt($PLAYER_ACTOR, 10@, 11@, 12@)
Actor.Angle($PLAYER_ACTOR) = 7@
Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
:HANCOCKP2_772
06AC: $SPEED = actor $PLAYER_ACTOR movement_speed
if
$SPEED > 16.0
else_jump @HANCOCKP2_853
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
jump @HANCOCKP2_891
:HANCOCKP2_853
0812: AS_actor $PLAYER_ACTOR perform_animation "SWIM_GLIDE" IFP_file "SWIM" 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
:HANCOCKP2_891
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 13@ 0.0
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0063: 6@ -= 3@ // (float)
6@ *= 2.5
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6@
if
00E1: player 0 pressed_key 6
else_jump @HANCOCKP2_1436
0A4A: store_joystick_X_offset_to 21@ Y_offset_to 22@
068D: get_camera_position_to 24@ 25@ 26@
Actor.StorePos($PLAYER_ACTOR, 27@, 28@, 29@)
000F: 27@ -= 24@ // Note: the incorrect math opcode was used here
000F: 28@ -= 25@ // Note: the incorrect math opcode was used here
000F: 29@ -= 26@ // Note: the incorrect math opcode was used here
27@ *= 15.0
28@ *= 15.0
0604: get_Z_angle_for_point 27@ 28@ store_to 31@
if
30@ == 0
else_jump @HANCOCKP2_1125
30@ = 1
:HANCOCKP2_1125
if or
21@ > 0.001
-0.001 > 21@
22@ > 0.001
-0.001 > 22@
else_jump @HANCOCKP2_1371
21@ *= -0.529
22@ *= 1.075
7@ = Actor.Angle($PLAYER_ACTOR)
005B: 7@ += 21@ // (float)
if
not 8@ >= 85.0
else_jump @HANCOCKP2_1261
if
not 23@ >= 35.0
else_jump @HANCOCKP2_1278
jump @HANCOCKP2_1288
:HANCOCKP2_1261
8@ = 79.0
jump @HANCOCKP2_1288
:HANCOCKP2_1278
23@ = 29.0
:HANCOCKP2_1288
if
not -68.0 >= 8@
else_jump @HANCOCKP2_1337
if
not -35.0 >= 23@
else_jump @HANCOCKP2_1354
jump @HANCOCKP2_1399
:HANCOCKP2_1337
8@ = -67.0
jump @HANCOCKP2_1399
:HANCOCKP2_1354
23@ = -29.0
jump @HANCOCKP2_1399
:HANCOCKP2_1371
23@ = 0
083E: set_actor $PLAYER_ACTOR rotation 8@ 23@ 31@ while_in_air
jump @HANCOCKP2_1465
:HANCOCKP2_1399
005B: 8@ += 22@ // (float)
0063: 23@ -= 21@ // (float)
083E: set_actor $PLAYER_ACTOR rotation 8@ 23@ 31@ while_in_air
jump @HANCOCKP2_1465
:HANCOCKP2_1436
if
30@ == 1
else_jump @HANCOCKP2_1465
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
30@ = 0
:HANCOCKP2_1465
if
00E1: player 0 pressed_key 5
else_jump @HANCOCKP2_1492
13@ += 10.0
:HANCOCKP2_1492
if
00E1: player 0 pressed_key 7
else_jump @HANCOCKP2_1519
13@ -= 20.0
:HANCOCKP2_1519
if
0AB0: key_pressed 32
else_jump @HANCOCKP2_1544
13@ = 0.0
:HANCOCKP2_1544
wait 10
jump @HANCOCKP2_523
:HANCOCKP2_1555
wait 0
7@ = Actor.Angle($PLAYER_ACTOR)
if
30@ == 1
else_jump @HANCOCKP2_1587
Camera.Restore_WithJumpCut
:HANCOCKP2_1587
wait 5
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1 // versionB
Actor.Angle($PLAYER_ACTOR) = 7@
jump @HANCOCKP2_214
:HANCOCKP2_1651
wait 0
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP_file "PARACHUTE" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1 // versionB
jump @HANCOCKP2_1707
:HANCOCKP2_1707
wait 0
if and
8AB0: not key_pressed 72
8AB0: not key_pressed 50
else_jump @HANCOCKP2_1707
018C: play_sound 1057 at 0.0 0.0 0.0
00BC: show_text_highpriority GXT 'CHEAT8' time 2000 flag 1 // Ќњ¦-koљ o¦kћ«¤e®
jump @HANCOCKP2_28
Не стиллер.