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{$CLEO .

csi}

/*
Implements GUI to call original GTA SA cheats
Controls (touch points are explained in CLEO Android readme):
activation - via cleo script menu
row up - touch point 4
row down - touch point 6
column left - touch point 2
column right - touch point 8
select cheat - touch point 5
exit - menu button or any unused touch point
*/

thread 'CHEATS'

var
// this variables are 0 on the first start and on the others local variables
are saved
11@ : Integer // current row
12@ : Integer // current column
end

// check variables
if or
11@ < 0
11@ > 11
12@ < 0
12@ > 8
then
11@ = 0
12@ = 0
end

// mutex var 0 is being used between CLEO scripts as GUI stuff ident,
// if it's 1 then some script GUI is shown by some CLEO script
0DDD: 0@ = get_mutex_var 0

// check all neded for activation conditions


// another cleo gui must not be open and player must be defined
0DDD: 0@ = get_mutex_var 0
if or
0@ == 1
not Player.Defined($PLAYER_CHAR)
then
jump @end_script
end
// player must be controllable, but with jetpack it's ok
if
not Player.Controllable($PLAYER_CHAR)
then
if
8A0C: not player $PLAYER_CHAR on_jetpack
then
jump @end_script
end
end

// set GUI mutex to 1, all other CLEO scripts will get this
0DDC: set_mutex_var 0 to 1

// freez player
Player.CanMove($PLAYER_CHAR) = false
0575: set_actor $PLAYER_ACTOR pinned_position 1
Camera.Restore_WithJumpCut()
Camera.SetBehindPlayer()

// create cheat panel


08D4: 10@ = create_panel_with_title 'CHT' position 240.0 100.0 width 150.0 columns
1 interactive 1 background 1 alignment 0
gosub @update_column
090E: set_panel 10@ active_row 11@

wait 500

while true
wait 0

// player checks
if or
0117: player $PLAYER_CHAR wasted
0741: actor $PLAYER_ACTOR busted
then
break
end

// row switch
0DE0: 0@ = get_touch_point_state 4 mintime 0
0DE0: 1@ = get_touch_point_state 6 mintime 0
if and
0@ == 1 // 4 is pressed
1@ == 0 // 6 isn't
then
if
11@ > 0
then
11@ -= 1
else
11@ = 11
end
090E: set_panel 10@ active_row 11@
wait 200
continue
end
if and
0@ == 0 // 4 isn't pressed
1@ == 1 // 6 is
then
if
11@ < 11
then
11@ += 1
else
11@ = 0
end
090E: set_panel 10@ active_row 11@
wait 200
continue
end

// column switch
0DE0: 0@ = get_touch_point_state 2 mintime 0
if
0@ == 1 // if touch point 2 pressed
then // switch column left
if
12@ > 0
then
12@ -= 1
else
12@ = 8
end
gosub @update_column
090E: set_panel 10@ active_row 11@
wait 250
continue
end
0DE0: 0@ = get_touch_point_state 8 mintime 0
if
0@ == 1 // if touch point 8 pressed
then // switch column right
if
12@ < 8
then
12@ += 1
else
12@ = 0
end
gosub @update_column
090E: set_panel 10@ active_row 11@
wait 250
continue
end

// close
0DE2: 0@ = get_menu_button_state
if // menu button is pressed
0@ == 1
then
break
end
0DE0: 0@ = get_touch_point_state 1 mintime 500
0DE0: 1@ = get_touch_point_state 3 mintime 500
0DE0: 2@ = get_touch_point_state 7 mintime 500
0DE0: 3@ = get_touch_point_state 9 mintime 500
if or
0@ == 1 // touch point 1 is pressed
1@ == 1 // touch point 3 is pressed
2@ == 1 // touch point 7 is pressed
3@ == 1 // touch point 9 is pressed
then
break
end

// use cheat
0DE0: 0@ = get_touch_point_state 5 mintime 0
0DE0: 1@ = get_touch_point_state 4 mintime 0
0DE0: 2@ = get_touch_point_state 6 mintime 0
if and // center touch point 5 is pressed and 4 or 6 are not
0@ == 1
1@ == 0
2@ == 0
then
03E6: remove_text_box
var
0@ : Integer
1@ : Integer
2@ : Integer
3@ : Integer
end
0@ = 12@
0@ *= 12
0@ += 11@
// 0@ stores cheat id
if
0@ > 99
then
03E5: show_text_box 'CHTNO'
break
end
0DD0: 1@ = get_label_addr @earr_bool_cheats
0DD1: 1@ = get_func_addr_by_cstr_name 1@
1@ += 0@
0DD8: 2@ = read_mem_addr 1@ size 1 fix_ib 0
if
2@ == 0
then
2@ = 1
else
2@ = 0
end
// 1@ stores cheat bool state address
// 2@ stores state to set for bool cheat
0DD0: 3@ = get_label_addr @earr_cheat_funcs
0DD1: 3@ = get_func_addr_by_cstr_name 3@
0@ *= 4
3@ += 0@
// 3@ stores cheat func ptr address
0DD8: 3@ = read_mem_addr 3@ size 4 fix_ib 0
// 3@ stores cheat func ptr
if
3@ > 0
then
// func cheat
0DD2: context_call_func 3@
else
// bool cheat
0DD9: write_mem_addr 1@ value 2@ size 1 add_ib 0 protect 0
end
// show text box with cheat state
if
2@ == 1
then
03E5: show_text_box 'CHTACT'
else
03E5: show_text_box 'CHTDEA'
end
break
end // use cheat

end // button check loop

// remove panel
08DA: remove_panel 10@

// unfreez player
Player.CanMove($PLAYER_CHAR) = true
0575: set_actor $PLAYER_ACTOR pinned_position 0

// clear active GUI mutex


0DDC: set_mutex_var 0 to 0

:end_script
end_thread

// updates panel column by column id


:update_column
if
12@ == 0
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_0' 'CHT_1' 'CHT_2'
'CHT_3' 'CHT_4' 'CHT_5' 'CHT_6' 'CHT_7' 'CHT_8' 'CHT_9' 'CHT_10' 'CHT_11'
end
if
12@ == 1
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_12' 'CHT_13' 'CHT_14'
'CHT_15' 'CHT_16' 'CHT_17' 'CHT_18' 'CHT_19' 'CHT_20' 'CHT_21' 'CHT_22' 'CHT_23'
end
if
12@ == 2
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_24' 'CHT_25' 'CHT_26'
'CHT_27' 'CHT_28' 'CHT_29' 'CHT_30' 'CHT_31' 'CHT_32' 'CHT_33' 'CHT_34' 'CHT_35'
end
if
12@ == 3
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_36' 'CHT_37' 'CHT_38'
'CHT_39' 'CHT_40' 'CHT_41' 'CHT_42' 'CHT_43' 'CHT_44' 'CHT_45' 'CHT_46' 'CHT_47'
end
if
12@ == 4
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_48' 'CHT_49' 'CHT_50'
'CHT_51' 'CHT_52' 'CHT_53' 'CHT_54' 'CHT_55' 'CHT_56' 'CHT_57' 'CHT_58' 'CHT_59'
end
if
12@ == 5
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_60' 'CHT_61' 'CHT_62'
'CHT_63' 'CHT_64' 'CHT_65' 'CHT_66' 'CHT_67' 'CHT_68' 'CHT_69' 'CHT_70' 'CHT_71'
end
if
12@ == 6
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_72' 'CHT_73' 'CHT_74'
'CHT_75' 'CHT_76' 'CHT_77' 'CHT_78' 'CHT_79' 'CHT_80' 'CHT_81' 'CHT_82' 'CHT_83'
end
if
12@ == 7
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_84' 'CHT_85' 'CHT_86'
'CHT_87' 'CHT_88' 'CHT_89' 'CHT_90' 'CHT_91' 'CHT_92' 'CHT_93' 'CHT_94' 'CHT_95'
end
if
12@ == 8
then
08DB: set_panel 10@ column 0 header 'DUMMY' data 'CHT_96' 'CHT_97' 'CHT_98'
'CHT_99' 'CHTDMY' 'CHTDMY' 'CHTDMY' 'CHTDMY' 'CHTDMY' 'CHTDMY' 'CHTDMY' 'CHTDMY'
end
return

// mangled exported symbol name


:earr_cheat_funcs
hex
"_ZN6CCheat17m_aCheatFunctionsE" 00
end

:earr_bool_cheats
hex
"_ZN6CCheat15m_aCheatsActiveE" 00
end

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