Xbxy Fly - v1

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{$CLEO .

cs}
thread 'xbxyfly'

0DD0: 10@ = get_label_addr @_ZN6CPools6GetPedEi // android


0DD1: 10@ = get_func_addr_by_cstr_name 10@ // android
if or
not 19@ >= 1
19@ > 4
jf @1
// by 小白小宇 -xbxy
//更多资源下载 xby.ys168.com
//442651579@qq.com

// 17@ key
//18@ speed
0006: 19@ 1//TAB 动作
:1
wait 0
0DDD: 0@ = get_mutex_var 0 // android
if and
0@ == 0
Player.Defined($PLAYER_CHAR)
Player.Controllable($PLAYER_CHAR)
80df: $PLAYER_ACTOR
jf @0
0DDC: set_mutex_var 0 to 1
gosub @load
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
0DD3: context_set_reg 0 value $PLAYER_ACTOR
0DD2: context_call_func 10@
0DD4: 30@ = context_get_reg 0
30@ += 66
0DD8: 31@ = read_mem_addr 30@ size 1 fix_ib 0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 166.0
18@ = 36.0
0006: 17@ 2
0489: set_actor $PLAYER_ACTOR muted 1
03F0: enable_text_draw 1
0390: load_txd_dictionary 'LD_BEAT'
038F: load_texture "RIGHT" as 20 // Load dictionary with 0390 first
038F: load_texture "left" as 21 // Load dictionary with 0390 first
wait 366
9@ = Actor.Angle($PLAYER_ACTOR)
jump @go

hex
00 55 88
end

:go
41@ = 0
wait 0
0093: 13@ = integer 41@ to_float
13@ *= 0.001
0093: 14@ = integer 41@ to_float
14@ /= 41.0
gosub @ifp
0819: 0@ = actor $PLAYER_ACTOR distance_from_ground
//if and
2.0 > 0@
// 18@ == 0.0
jf @end
0669: 8@ = attach_particle "EXPLOSION_DOOR" to_actor $PLAYER_ACTOR with_offset 0.0
0.0 0.0 type 1
064f: make_particle 8@ visible
wait 0
Actor.Angle($PLAYER_ACTOR) = 2@
0687: clear_actor $PLAYER_ACTOR task
0792: disembark_instantly_actor $PLAYER_ACTOR
0489: set_actor $PLAYER_ACTOR muted 0
0DD3: context_set_reg 0 value $PLAYER_ACTOR
0DD2: context_call_func 10@
0DD4: 30@ = context_get_reg 0
30@ += 66
0DD9: write_mem_addr 30@ value 31@ size 1 add_ib 0 protect 0
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" IFP "PED" framedelta
4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
04EF: release_animation "xbxyfly"
0DDC: set_mutex_var 0 to 0 // android
03F0: enable_text_draw 0
0391:
jump @0

:end
0039: 17@ 1
jf @2
if and
00e1: 3 7
00e1: 3 9
jf @2
0006: 17@ 2
0669: 8@ = attach_particle "EXPLOSION_DOOR" to_actor $PLAYER_ACTOR with_offset 0.0
0.0 0.0 type 1
064f: make_particle 8@ visible
Actor.Angle($PLAYER_ACTOR) = 2@
0687: clear_actor $PLAYER_ACTOR task
0792: disembark_instantly_actor $PLAYER_ACTOR
0DD3: context_set_reg 0 value $PLAYER_ACTOR
0DD2: context_call_func 10@
0DD4: 30@ = context_get_reg 0
30@ += 66
0DD9: write_mem_addr 30@ value 31@ size 1 add_ib 0 protect 0
0489: set_actor $PLAYER_ACTOR muted 0

:end1
wait 0
84AD: actor $PLAYER_ACTOR in_water
jf @end2
gosub @key
0819: 0@ = actor $PLAYER_ACTOR distance_from_ground
not 2.0 > 0@
jf @end2
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_skydive" IFP "PED" framedelta
1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
if and
00e1: 3 7
00e1: 3 9
jf @end1
0039: 17@ 1
jf @end1
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
//02CE: 6@ = ground_z 4@ 5@ 6@
02C0: set 1@ 2@ 3@ to_ped_path_coords_closest_to 4@ 5@ 6@
00A1: put_actor $PLAYER_ACTOR at 1@ 2@ 3@
0373: set_camera_directly_behind_player
015A: restore_camera
04EF: release_animation "xbxyfly"
wait 1000
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0DDC: set_mutex_var 0 to 0 // android
03F0: enable_text_draw 0
0391:
jump @0

:end2
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" IFP "PED" framedelta
4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
04EF: release_animation "xbxyfly"
wait 1000

Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0DDC: set_mutex_var 0 to 0 // android
03F0: enable_text_draw 0
0391:
jump @0

:2
gosub @key
gosub @tab //飞行动作切换
//gosub @key // 按键判断
gosub @txd
gosub @shift //加速
gosub @stop //减速
gosub @fly //飞行
jump @go
:fly
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
0223: set_actor $PLAYER_ACTOR health_to 500
0494: get_joystick 0 direction_offset_to 0@ 1@ 2@ 2@
0093: 0@ = integer 0@ to_float
0093: 1@ = integer 1@ to_float
006B: 0@ *= 14@ // (float)
006B: 1@ *= 14@ // (float)
not 18@ > 20.0
jf @3a
0@ /= -16.0
1@ /= 32.0
2@ = Actor.Angle($PLAYER_ACTOR)
005B: 2@ += 0@ // (float)
0@ *= -1.0
jump @3a1

:3a
0@ /= -32.0
1@ /= 32.0
2@ = Actor.Angle($PLAYER_ACTOR)
005B: 2@ += 0@ // (float)
0@ *= -2.0

:3a1
0087: 7@ = 12@ // (float)
0063: 7@ -= 2@ // (float)
if and
7@ > 10.0
350.0 > 7@
jf @3a2
0087: 2@ = 12@ // (float)
jump @3a3

:3a2
0087: 12@ = 2@ // (float)

:3a3
if
not 0@ == 0.0
jf @3b
005B: 11@ += 0@ // (float)
if
-40.0 > 11@
jf @3a4
11@ = -40.0
jump @3c

:3a4
if
11@ > 40.0
jf @3c
11@ = 40.0
jump @3c

:3b
if
-2.0 >= 11@
jf @3b1
0087: 15@ = 14@ // (float)
15@ *= 2.0
005B: 11@ += 15@ // (float)
jump @3c

:3b1
if
11@ >= 2.0
jf @3b2
0087: 15@ = 14@ // (float)
15@ *= -2.0
005B: 11@ += 15@ // (float)
jump @3c

:3b2
11@ = 0.0

:3c
if
1@ == 0.0
jf @3d
if
3@ >= 1.0
jf @3c1
0087: 15@ = 14@ // (float)
15@ *= 1.5
0063: 3@ -= 15@ // (float)
jump @3e

:3c1
if
-1.0 >= 3@
jf @3c2
0087: 15@ = 14@ // (float)
15@ *= 1.5
005B: 3@ += 15@ // (float)
jump @3e

:3c2
3@ = 0.0
jump @3e

:3d
005B: 3@ += 1@ // (float)
if
3@ > 80.0
jf @3d1
3@ = 80.0
jump @3e

:3d1
if
-85.0 > 3@
jf @3e
3@ = -85.0

:3e
083E: set_actor $PLAYER_ACTOR rotation 3@ 11@ 2@ while_in_air
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 18@ 0.0
Actor.StorePos($PLAYER_ACTOR, 7@, 8@, 9@)
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0063: 6@ -= 9@ // (float)
//if and
18@ == 0.0
//00E1: player 0 pressed_key 14
jf @3e1
6@ -= 7.0
jump @3e2

:3e1
6@ += 0.8

:3e2
0819: 7@ = actor $PLAYER_ACTOR distance_from_ground
if
1.5 > 7@
jf @3e3
6@ += 20.0

:3e3
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 0.0

0DD3: context_set_reg 0 value $PLAYER_ACTOR


0DD2: context_call_func 10@
0DD4: 30@ = context_get_reg 0
30@ += 20
0DD8: 30@ = read_mem_addr 30@ size 4 fix_ib 0
30@ += 56
0DD8: 4@ = read_mem_addr 30@ size 4 fix_ib 0
006B: 6@ *= 13@ // (float)
005B: 6@ += 4@ // (float)
Actor.StorePos($PLAYER_ACTOR, 15@, 16@, 4@)
if
06BD: no_obstacles_between 15@ 16@ 4@ and 15@ 16@ 6@ solid 1 car 1 actor 0 object
1 particle 0
jf @3e4
0DD9: write_mem_addr 30@ value 6@ size 4 add_ib 0 protect 0

:3e4
7@ = 0.0
jf @3f
7@ = 90.0
0087: 8@ = 18@ // (float)
8@ *= 2.0
0063: 7@ -= 8@ // (float)
if
0.0 > 7@
jf @3e5
7@ = 0.0

:3e5
005B: 7@ += 3@ // (float)
if
7@ > 80.0
jf @3e6
7@ = 88.0
jump @3f

:3e6
if
not 18@ > 30.0
jf @3f
0.0 > 7@
jf @3f
7@ = 0.0

:3f
Actor.Angle($PLAYER_ACTOR) = 2@
if
18@ > 30.0
jf @3f1
083E: set_actor $PLAYER_ACTOR rotation 7@ 11@ 2@ while_in_air
jump @3f2
:3f1
083E: set_actor $PLAYER_ACTOR rotation 7@ 0.0 2@ while_in_air

:3f2
0087: 7@ = 18@ // (float)
7@ *= 3.6
7@ += 0.5
0092: 7@ = float 7@ to_integer
0085: 8@ = 7@ // (int)
0014: 8@ /= 4 // integer values
gosub @text
jump @0051
:text
0340: set_text_draw_color 255 0 0 255
0341: set_text_width_adjusted 1
03E4: set_text_draw_align_right 0
0343: set_text_linewidth 648.0
0342: set_text_draw_centered 0
0345: set_text_draw_in_box 0
033F: set_text_draw_letter_width_height 1.6 2.6
045A: text_draw_1number 565.0 130.0 'AZHY1_1' 8@
03f0: 0
jump @0051

:0051
0051:

:_ZN6CPools6GetPedEi
hex
"_ZN6CPools6GetPedEi" 00
end

//---------------动作切换
:tab
00e1: 3 4
jf @0051
0039: 17@ 1
jf @0051
000A: 19@ += 1 // integer values
001B: 5 > 19@ // integer values
jf @tab1
0006: 17@ 2
jump @0051
:tab1
0006: 19@ 1
0006: 17@ 2
jump @0051
//////////////////////////

//-----------按键判断
:key
if and
80e1: 3 7
80e1: 3 8
80e1: 3 9
80e1: 3 5
80e1: 3 6
80e1: 3 4
jf @0051
0006: 17@ 1
jump @0051
///////////////////

//-----------------飞行动作
:ifp
18@ > 30.0
jf @ifp1
if and
not Actor.Animation($PLAYER_ACTOR) == "WEAPON_START_THROW"
not Actor.Animation($PLAYER_ACTOR) == "WEAPON_THROW"
jf @0051
gosub @ifp1a
jump @0051
:ifp1a
8039: 19@ 1
jf @fly1
8039: 19@ 2
jf @fly2
8039: 19@ 3
jf @fly3
8039: 19@ 4
jf @fly4
0006: 19@ 1
jump @fly1
:fly1
0812: AS_actor $PLAYER_ACTOR perform_animation "xbxyfly_c" IFP "xbxyfly" framedelta
1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
jump @0051
:fly2
0812: AS_actor $PLAYER_ACTOR perform_animation "xbxyfly_s" IFP "xbxyfly" framedelta
1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
jump @0051
:fly3
0812: AS_actor $PLAYER_ACTOR perform_animation "xbxyfly_a" IFP "xbxyfly" framedelta
1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
jump @0051
:fly4
0812: AS_actor $PLAYER_ACTOR perform_animation "xbxyfly_g" IFP "xbxyfly" framedelta
1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
jump @0051

:ifp1
if and
not Actor.Animation($PLAYER_ACTOR) == "WEAPON_START_THROW"
not Actor.Animation($PLAYER_ACTOR) == "WEAPON_THROW"
jf @0051
0812: AS_actor $PLAYER_ACTOR perform_animation "xbxyfly_stop1" IFP "xbxyfly"
framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
jump @0051
////////////////////////////

//--------------加速
:shift
if and
80e1: 3 9
80e1: 3 4
80e1: 3 7
00e1: 3 8
jf @0051
//80e1: 3 6
//jf @shift3
// 18@ > 30.0
//jf @shift1
//005B: 18@ += 14@ // (float)
//005B: 18@ += 14@ // (float)
//jump @shift2
//:shift1
005B: 18@ += 14@ // (float)
:shift2
18@ > 223.0
jf @0051
18@ = 223.0
jump @0051
:shift3
005B: 18@ += 14@ // (float)
005B: 18@ += 14@ // (float)
005B: 18@ += 14@ // (float)
//005B: 18@ += 14@ // (float)
//005B: 18@ += 14@ // (float)
//005B: 18@ += 14@ // (float)
jump @shift2
///////////////////

//--------------- 减速
:stop
if and
80e1: 3 8
80e1: 3 7
80e1: 3 4
00e1: 3 9
jf @0051
//80e1: 3 6
//jf @stopa
14@ *= -1.0
005B: 18@ += 14@ // (float)
14@ *= -1.0
jump @stopc
:stopa
14@ *= -5.0
005B: 18@ += 14@ // (float)
14@ /= -5.0
jump @stopc

:stopc
if and
80e1: 3 8
80e1: 3 7
80e1: 3 4
00e1: 3 6
00e1: 3 9
jf @stop1
18@ = 0.0
:stop1
0.0 > 18@
jf @stop2
18@ = 0.0
:stop2
jump @0051
//////////////////////////

:load
84ee: "xbxyfly"
jf @0051
04ed: "xbxyfly"

:load1
wait 0
00be:
00BC: show_text_highpriority GXT 'AZHY1_2' time 100 flag 1
04ee: "xbxyfly"
jf @load1
00be:
jump @0051

:txd
gosub @SpeedA
gosub @SpeedB
jump @0051

:speedA
if and
80e1: 3 9
00e1: 3 8
jf @SpeedA_1
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 21 position 620.0 210.0 scale 100.0 100.0 angle 90.0 color_RGBA
255 255 255 255
jump @0051
:SpeedA_1
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 20 position 620.0 210.0 scale 100.0 100.0 angle 270.0 color_RGBA
255 255 255 255
jump @0051

:speedB
if and
80e1: 3 8
00e1: 3 9
jf @SpeedB_1
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 21 position 620.0 350.0 scale 100.0 100.0 angle -90.0 color_RGBA
255 255 255 255
jump @0051
:SpeedB_1
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 20 position 620.0 350.0 scale 100.0 100.0 angle 90.0 color_RGBA
255 255 255 255
jump @0051

:0
end_thread

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