
{$cleo .cs}


:PeOPLe
03A4: name_thread 'in45do'
0000: NOP

{0A8C: write_memory 0x00485B25 size 1 value 24 virtual_protect 1
{
    mov     ax, [eax+ecx*2]
    ret     8

0A8C: write_memory 0x00485B2C size 4 value 0x48048B66 virtual_protect 1
0A8C: write_memory 0x00485B30 size 4 value 0x900008C2 virtual_protect 1
}
:Ac_0


wait 0 ms
if 
056D:   actor $PLAYER_ACTOR  defined
jf @Ac_0
if and
//0256:   player $PLAYER_CHAR defined
80DF:   not actor $PLAYER_ACTOR driving
8965:   not actor $PLAYER_ACTOR in_water
8818:  not actor $PLAYER_ACTOR in_air
09E7:   player $PLAYER_CHAR not_frozen
//03EE:   player $PLAYER_CHAR controllable
//0611:  not actor $PLAYER_ACTOR performing_animation "IDLE_pistol"
8597:   not actor $PLAYER_ACTOR crouching
00E1:   player 0 pressed_key 15
0AB0:   key_pressed 110  //spacebar
jf @Ac_0
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @Ac_0
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 25
02D8:   actor $PLAYER_ACTOR current_weapon == 26
02D8:   actor $PLAYER_ACTOR current_weapon == 27
02D8:   actor $PLAYER_ACTOR current_weapon == 30
02D8:   actor $PLAYER_ACTOR current_weapon == 31
02D8:   actor $PLAYER_ACTOR current_weapon == 33
02D8:   actor $PLAYER_ACTOR current_weapon == 34
jf @Ac_0
if and
80E1:   not player 0 pressed_key 16
80E1:   not player 0 pressed_key 16
jf @Ac_0
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @Ac_0
if and
0AB0:   key_pressed 110  //spacebar
00E1:   player 0 pressed_key 15
jf @Ac_0

:ac
wait 0 ms
0605: actor $PLAYER_ACTOR perform_animation "playerarmed" IFP "Ped" rate 5.0 loop 1 lockX 0 lockY 0 lockF 1 time 1
wait 50 ms

:Condisi
wait 0 ms
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @Ac_0
80E1:   not player 0 pressed_key 16
jf @Break1
if
80E1:   not player 0 pressed_key 16
jf @Break1
if
80E1:   not player 0 pressed_key 14
jf @Break2
056D:   actor $PLAYER_ACTOR  defined
else_jump @Ac_0
if and
//00E1:   player 0 pressed_key 0
0AB0:   key_pressed 110  //spacebar
00E1:   player 0 pressed_key 15
jf @Break1
if or
if     
056D:   actor $PLAYER_ACTOR  defined
else_jump @Condisi
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 25
02D8:   actor $PLAYER_ACTOR current_weapon == 26
02D8:   actor $PLAYER_ACTOR current_weapon == 27
02D8:   actor $PLAYER_ACTOR current_weapon == 30
02D8:   actor $PLAYER_ACTOR current_weapon == 31
02D8:   actor $PLAYER_ACTOR current_weapon == 33
02D8:   actor $PLAYER_ACTOR current_weapon == 34
jf @Break1
if and
//0256:   player $PLAYER_CHAR defined
80DF:   not actor $PLAYER_ACTOR driving
8965:   not actor $PLAYER_ACTOR in_water
8818:  not actor $PLAYER_ACTOR in_air
09E7:   player $PLAYER_CHAR not_frozen
//0611:  not actor $PLAYER_ACTOR performing_animation "IDLE_pistol"
//03EE:   player $PLAYER_CHAR controllable
8597:   not actor $PLAYER_ACTOR crouching
00E1:   player 0 pressed_key 15
0AB0:   key_pressed 110  //spacebar
jf @Break1
jump @Condisi

:Break1

0605: actor $PLAYER_ACTOR perform_animation "playerarmed" IFP "PED" rate 4.0 loop 1 lockX 0 lockY 0 lockF 1 time -1
wait 0 ms
0792: disembark_instantly_actor $PLAYER_ACTOR

jump @Ac_0

:Break2

//05BC: AS_actor $PLAYER_ACTOR jump 1
jump @Ac_0

{:Pedro
hex
0923 13 523 818 2361 7273 81823
398 123 55 1 23 3 18283 
230 2039 13 728 3 54864 7845 4646 33298 }


















{0000: NOP

0A8C: write_memory 0x00485B25 size 1 value 24 virtual_protect 1
{
    mov     ax, [eax+ecx*2]
    ret     8

0A8C: write_memory 0x00485B2C size 4 value 0x48048B66 virtual_protect 1
0A8C: write_memory 0x00485B30 size 4 value 0x900008C2 virtual_protect 1

:HOLD_WEAPON
wait 0
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @HOLD_WEAPON
jf @HOLD_WEAPON
if and
80DF:   not actor $PLAYER_ACTOR driving  
8818:   not actor $PLAYER_ACTOR in_air  
8965:   not actor $PLAYER_ACTOR in_water 
8597:   not actor $PLAYER_ACTOR crouching
09E7:   player $PLAYER_CHAR not_frozen 
00E1:   player 0 pressed_key 15


jf @HOLD_WEAPON
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @HOLD_WEAPON
jf @HOLD_WEAPON

if or
02D8:   actor $PLAYER_ACTOR current_weapon == 4  //knife 
02D8:   actor $PLAYER_ACTOR current_weapon == 5  //bat
02D8:   actor $PLAYER_ACTOR current_weapon == 22 
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
02D8:   actor $PLAYER_ACTOR current_weapon == 24 
02D8:   actor $PLAYER_ACTOR current_weapon == 28 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
02D8:   actor $PLAYER_ACTOR current_weapon == 32 
then
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 16 //Thrown
02D8:   actor $PLAYER_ACTOR current_weapon == 17 //Thrown
02D8:   actor $PLAYER_ACTOR current_weapon == 18 //Thrown
02D8:   actor $PLAYER_ACTOR current_weapon == 39 //Thrown
02D8:   actor $PLAYER_ACTOR current_weapon == 9 
02D8:   actor $PLAYER_ACTOR current_weapon == 8 
02D8:   actor $PLAYER_ACTOR current_weapon == 7 
02D8:   actor $PLAYER_ACTOR current_weapon == 6 
then 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 3 
02D8:   actor $PLAYER_ACTOR current_weapon == 2 
02D8:   actor $PLAYER_ACTOR current_weapon == 1 
02D8:   actor $PLAYER_ACTOR current_weapon == 0 
end
end                           
04ED: load_animation  "PED"
else_jump @HOLD_WEAPON
jf @HOLD_WEAPON
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @HOLD_WEAPON
jf @HOLD_WEAPON
if and
80E1:   not player 0 pressed_key 16
80E1:   not player 0 pressed_key 16
jf @HOLD_WEAPON
if or
00E1:   player 0 pressed_key 0
00E1:   player 0 pressed_key 1
jf @HOLD_WEAPON
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @HOLD_WEAPON

:HOLD_WEAPON2
wait 0 ms
0605: actor $PLAYER_ACTOR perform_animation "walk_armed" IFP "Ped" rate 5.0 loop 1 lockX 1 lockY 1 lockF 1 time 1
wait 50 ms

:Condisi
wait 0 ms
if
80E1:   not player 0 pressed_key 16
jf @Break1
if
80E1:   not player 0 pressed_key 16
jf @Break1
if
80E1:   not player 0 pressed_key 14
jf @Break2
if or
00E1:   player 0 pressed_key 0
00E1:   player 0 pressed_key 1
jf @Break1
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @HOLD_WEAPON
jf @Break1
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 4  //knife 
02D8:   actor $PLAYER_ACTOR current_weapon == 5  //bat
02D8:   actor $PLAYER_ACTOR current_weapon == 22 
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
02D8:   actor $PLAYER_ACTOR current_weapon == 24 
02D8:   actor $PLAYER_ACTOR current_weapon == 28 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
02D8:   actor $PLAYER_ACTOR current_weapon == 32 
then
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 16 //Thrown
02D8:   actor $PLAYER_ACTOR current_weapon == 17 //Thrown
02D8:   actor $PLAYER_ACTOR current_weapon == 18 //Thrown
02D8:   actor $PLAYER_ACTOR current_weapon == 39 //Thrown
02D8:   actor $PLAYER_ACTOR current_weapon == 9 
02D8:   actor $PLAYER_ACTOR current_weapon == 8 
02D8:   actor $PLAYER_ACTOR current_weapon == 7 
02D8:   actor $PLAYER_ACTOR current_weapon == 6 
then 
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 3 
02D8:   actor $PLAYER_ACTOR current_weapon == 2 
02D8:   actor $PLAYER_ACTOR current_weapon == 1 
02D8:   actor $PLAYER_ACTOR current_weapon == 0 
end
end
jf @Break1
if 
056D:   actor $PLAYER_ACTOR  defined
else_jump @Break1
jf @Break1
if and
0256:   player $PLAYER_CHAR defined
80DF:   not actor $PLAYER_ACTOR driving
8965:   not actor $PLAYER_ACTOR in_water
8818:  not actor $PLAYER_ACTOR in_air
09E7:   player $PLAYER_CHAR not_frozen
//03EE:   player $PLAYER_CHAR controllable
8597:   not actor $PLAYER_ACTOR crouching
00E1:   player 0 pressed_key 15
jf @Break1
jump @Condisi

:Break1
04EF: release_animation "Ped"
0605: actor $PLAYER_ACTOR perform_animation "walk_armed" IFP "PED" rate 4.0 loop 0 lockX 1 lockY 1 lockF 0 time -1
wait 0 ms
0792: disembark_instantly_actor $PLAYER_ACTOR
jump @HOLD_WEAPON

:Break2
04EF: release_animation "Ped"
05BC: AS_actor $PLAYER_ACTOR jump 1
jump @HOLD_WEAPON

:Pedro
hex
0923 13 523 818 2361 7273 81823
398 123 55 1 23 3 18283 
230 2039 13 728 3 54864 7845 4646 33298  }  
