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{$CLEO}
0000:
05F7: 0@ = label @ret_8 offset
0606: set_memory_offset memory_pointer 0x55C8F7 memory_to_point 0@ virtual_protect 1
05F7: 0@ = label @aModelsHud_txd offset
0A8C: write_memory 0x55C8B0 size 4 value 0@ virtual_protect 1
05E1: call 0x55C8A0 num_params 0 pop 0
0A8C: write_memory 0x55C8B0 size 4 value 0x00697C68 virtual_protect 1
05F7: 0@ = label @ret_14 offset
0606: set_memory_offset memory_pointer 0x55A9DB memory_to_point 0@ virtual_protect 1
//05DF: write_memory 0x697C18 size 4 value 1000.0 virtual_protect 1 // Radardisc distance from bottom
05DF: write_memory 0x697B6C size 4 value 86.0 virtual_protect 1 // Weapon icon distance from top /// 1000.0 if iv icons used // 68.0 if not
05DF: write_memory 0x697B70 size 4 value 86.0 virtual_protect 1 // Weapon icon distance from right
05DF: write_memory 0x697B68 size 4 value 46.0 virtual_protect 1 // Weapon icon scale
/*05DF: write_memory 0x55879B size 1 value 0x02 virtual_protect 1 // ammo font
05DF: write_memory 0x697B5E size 1 value 0x20 virtual_protect 1
05DF: write_memory 0x558743 size 4 value 0x67E390 virtual_protect 1 // ammo font letter size
05DF: write_memory 0x558759 size 4 value 0x69A624 virtual_protect 1 // ammo font letter size */
//05DF: write_memory 0x697B74 size 4 value 1000.0 virtual_protect 1 // Weapon ammo text vetical scale
05DF: write_memory 0x697B78 size 4 value 135.0 virtual_protect 1 // Weapon ammo text distance from top
05DF: write_memory 0x697B7C size 4 value 62.0 virtual_protect 1 // Weapon ammo text distance from right
//05DF: write_memory 0x697B7C size 4 value 1000.0 virtual_protect 1 // Weapon ammo text distance from right
//05DF: write_memory 0x697B5E size 2 value 9504 virtual_protect 1 // Format of Weapon Ammo (%d-%d)
//05DF: write_memory 0x697B58 size 4 value 40.0 virtual_protect 1 // Some stuff distance from right
05DF: write_memory 0x697B58 size 4 value 160.0 virtual_protect 1 // Some stuff distance from top
05DF: write_memory 0x697C00 size 4 value 180.0 virtual_protect 1
05DF: write_memory 0x697B20 size 4 value 0.5909090638 virtual_protect 1 // HUD Text horizontal scale
05DF: write_memory 0x697B50 size 4 value 1.136363626 virtual_protect 1 // HUD text vertical scale
05DF: write_memory 0x697B54 size 4 value 40.0 virtual_protect 1 // Money distance from top
//05DF: write_memory 0x697B58 size 4 value 40.0 virtual_protect 1 // Money distance from right
05DF: write_memory 0x558304 size 4 value 0x00686BA4 virtual_protect 1 // Money distance from right
05DF: write_memory 0x697BF0 size 4 value 60.0 virtual_protect 1 // Time distance from top
05DF: write_memory 0x697BF4 size 4 value 40.0 virtual_protect 1 // Time distance from right
05DF: write_memory 0x697B88 size 4 value 1000.0 virtual_protect 1 // Health and Armor distance from top
05F7: 0@ = label @40_0 offset
05DF: write_memory 0@ size 4 value 40.0 virtual_protect 1
05DF: write_memory 0x559042 size 4 value 0@ virtual_protect 1 // Wanted stars distance from right
05DF: write_memory 0x697B98 size 4 value 20.0 virtual_protect 1 // Wanted stars distance from top
05DF: write_memory 0x697B9C size 4 value 21.0 virtual_protect 1 // wanted level stars X spacing between stars
05DF: write_memory 0x687508 size 4 value 168.0 virtual_protect 1 // Draw messages distance from top
05DF: write_memory 0x687500 size 4 value 169.0 virtual_protect 1 // Draw messages distance from top shadow
05DF: write_memory 0x697B4B size 1 value 0x34 virtual_protect 1 // money digits amount (4)
05F7: 0@ = label @radardisc offset
while true
wait 0
0A8E: 6@ = 0x94AD28 + 0x143 //max health
0A8D: 6@ = read_memory 6@ size 1 virtual_protect 1
008D: 6@ = integer_to_float 6@
6@ /= 100.0
0A8E: 7@ = 0x94AD28 + 0x144 //max armour
0A8D: 7@ = read_memory 7@ size 1 virtual_protect 1
008D: 7@ = integer_to_float 7@
7@ /= 100.0
0225: 1@ = player $player_char health
008D: 1@ = integer_to_float 1@
0077: 1@ /= 6@
008C: 1@ = float_to_integer 1@
04DD: 2@ = actor $player_actor armour
008D: 2@ = integer_to_float 2@
0077: 2@ /= 7@
008C: 2@ = float_to_integer 2@
0B14: 3@ = 1@ % 5
0B14: 4@ = 2@ % 5
if
3@ <> 0
then
if
1@ > -1
then
0A8F: 5@ = 5 - 3@ // int
0A8E: 1@ = 1@ + 5@ // int
else
0A8F: 5@ = 0 - 3@ // int
0A8E: 1@ = 1@ + 5@ // int
end
end
if
4@ <> 0
then
if
2@ > -1
then
0A8F: 5@ = 5 - 4@ // int
0A8E: 2@ = 2@ + 5@ // int
else
0A8F: 5@ = 0 - 4@ // int
0A8E: 2@ = 2@ + 5@ // int
end
end
if
1@ > 100
then
1@ = 100
end
if
2@ > 100
then
2@ = 100
end
0AD3: 0@ = format "ih%03da%03d" 1@ 2@
//0ACD: show_text_highpriority 0@ time 1
0AA6: call_method 0x5789B0 struct 0xA1080C num_params 2 pop 0 0@ 0@
0AA5: call 0x580AA0 num_params 0 pop 0
0AA6: call_method 0x5789B0 struct 0xA1080C num_params 2 pop 0 0@ 0@
0AA5: call 0x580AA0 num_params 0 pop 0
if and
00E0: player $player_char driving
05EE: key_pressed 88 // X
then
041E: set_radio_station 10 -1
end
01C0: 12@ = player $player_char wanted_level
05E0: 13@ = read_memory 0x697B98 size 4 virtual_protect 1
if and
not 13@ == 20.0
12@ > 0
then
05DF: write_memory 0x697B98 size 4 value 20.0 virtual_protect 1
end
if and
not 13@ == 1000.0
12@ == 0
then
05DF: write_memory 0x697B98 size 4 value 1000.0 virtual_protect 1
end
end
:40_0
hex
00 00 00 00
end
:ret_8
hex
C2 0800
end
:ret_14
hex
C2 1400
end
:radardisc
hex
"radardisc" 00
end
:aModelsHud_txd
hex
"MODELS/IVHUD.TXD" 00
end