
{$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
//0597:   actor $PLAYER_ACTOR crouching
00E1:   player 0 pressed_kep 18 //18
0AB0:   key_pressed 110  //spacebar
jf @Ac_0
if
056D:   actor $PLAYER_ACTOR  defined
else_jump @Ac_0
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 18
jf @Ac_0
                            
:ac
wait 0 ms
0605: actor $PLAYER_ACTOR perform_animation "Ninja_crouch" 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 18
0AB0:   key_pressed 110  //spacebar
jf @Break1

if     
056D:   actor $PLAYER_ACTOR  defined
else_jump @Condisi
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
//0597:   actor $PLAYER_ACTOR crouching
00E1:   player 0 pressed_kep 18
0AB0:   key_pressed 110  //spacebar
jf @Break1
jump @Condisi

:Break1

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

:NO_KEY
wait 0 
if and
80E1: not  player 0 pressed_kep 18
8AB0: not    key_pressed 110  //spacebar
jf @NO_KEY
if
056D:   actor $PLAYER_ACTOR  defined
jf @Ac_0
0792: disembark_instantly_actor $PLAYER_ACTOR

jump @Ac_0

:Break2

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

