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deploy: cc3fa5a
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MiranDMC committed Nov 25, 2024
1 parent 9035464 commit 9c533e7
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1 change: 1 addition & 0 deletions assets/gta3/snippets.json
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"0AB1": "while true\n wait 250\n \n if and\n is_player_playing $player1\n test_cheat \"gun\"\n then\n int ammo = GIVE_PLAYER_WEAPON(38) // this is actually CLEO_CALL command\n print_help_formatted {text} \"%d bullets!\" {args} ammo\n end\nend\n\nfunction GIVE_PLAYER_WEAPON(weaponType :int) : int\n int modelIdx = get_weapontype_model {weapon_type} weaponType\n request_model {modelId} modelIdx\n load_all_models_now\n \n give_weapon_to_char $scplayer {weaponType} weaponType {ammo} 100\n \n mark_model_as_no_longer_needed {modelId} modelIdx\n \n // check and return ammo count\n int ammo = get_ammo_in_char_weapon $scplayer {weaponType} weaponType\n cleo_return 1 ammo\nend",
"0AD1": "while true\n wait 0\n \n char playerChar = get_player_char 0 // player 1\n \n float x, y, z\n x, y, z = get_char_coordinates playerChar\n \n int worldIdx = get_char_area_visible playerChar\n \n print_formatted_now {format} \"Position: %0.1f %0.1f %0.1f ~n~ Interior: %d\" {time} 50 {args} x y z worldIdx\nend",
"0AD3": "int buf = allocate_memory 64\nstring_format buf \"%d + %d = %d\" 2 2 4\nfree_memory buf",
"0AD9": "write_formatted_string_to_file outputFile {format} \"Timer is %d.%c\" {args} TimerA 0x0A // end of line",
"0AE1": "float x,y,z\nChar ped\n\nwhile true\n wait 0\n \n if\n test_cheat \"1\"\n then\n get_active_camera_coordinates {store_to} x y z\n \n if\n get_random_char_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {find_next} false {skip_dead} true {store_to} ped\n then\n explode_char_head ped // the first one\n \n while get_random_char_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {find_next} true {skip_dead} true {store_to} ped\n explode_char_head ped\n end\n else\n print_formatted_now \"First not found\" {time} 4000\n end\n end\nend",
"0AE2": "while true\n wait {time} 100\n\n float x, y, z\n x, y, z = get_active_camera_coordinates\n \n int color = generate_random_int_in_range {min} 0 {max} 9\n \n // iterate near cars\n int handle = get_random_car_in_sphere_no_save_recursive {pos} x y z {radius} 40.0 {findNext} false {skipWrecked} true // initialize search, get first\n while handle <> -1 // found!\n change_car_colour handle {color1} color {color2} color\n \n handle = get_random_car_in_sphere_no_save_recursive {pos} x y z {radius} 40.0 {findNext} true {skipWrecked} true // get next\n end\nend",
"0AE3": "while true\n wait {time} 0 // once every render frame\n\n float x, y, z\n x, y, z = get_active_camera_coordinates\n \n // iterate near objects\n int handle = get_random_object_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {findNext} false // initialize search, get first\n while handle <> -1 // found!\n DRAW_OBJECT_INFO(handle) // call function for every found object\n\n handle = get_random_object_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {findNext} true // get next\n end\nend\n\n\n// display text at 3d coordinates\nfunction DRAW_OBJECT_INFO(obj :int)\n int modelIdx = get_object_model obj\n\n float pos[3]\n pos[0], pos[1], pos[2] = get_object_coordinates obj\n\n float screenPos[2]\n float screenSize[2]\n screenPos[0], screenPos[1], screenSize[0], screenSize[1] = convert_3d_to_screen_2d {pos} pos[0] pos[1] pos[2] {nearClip} true {farClip} true\n \n use_text_commands {state} true\n \n // calculate our font proportions\n screenSize[0] = screenSize[1]\n screenSize[0] *= 0.3 \n set_text_scale {widthScale} screenSize[0] {heightScale} screenSize[1]\n \n set_text_centre {state} true\n \n set_text_colour {rgb} 255 255 0 {alpha} 255\n set_text_edge {size} 1 {RGBA} 0 0 0 64\n \n display_text_formatted {offsetLeft} screenPos[0] {offsetTop} screenPos[1] {format} \"%d\" {args} modelIdx\nend"
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1 change: 1 addition & 0 deletions assets/sa/snippets.json
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Expand Up @@ -35,6 +35,7 @@
"0AB1": "while true\n wait 250\n \n if and\n is_player_playing $player1\n test_cheat \"gun\"\n then\n int ammo = GIVE_PLAYER_WEAPON(38) // this is actually CLEO_CALL command\n print_help_formatted {text} \"%d bullets!\" {args} ammo\n end\nend\n\nfunction GIVE_PLAYER_WEAPON(weaponType :int) : int\n int modelIdx = get_weapontype_model {weapon_type} weaponType\n request_model {modelId} modelIdx\n load_all_models_now\n \n give_weapon_to_char $scplayer {weaponType} weaponType {ammo} 100\n \n mark_model_as_no_longer_needed {modelId} modelIdx\n \n // check and return ammo count\n int ammo = get_ammo_in_char_weapon $scplayer {weaponType} weaponType\n cleo_return 1 ammo\nend",
"0AD1": "while true\n wait 0\n \n char playerChar = get_player_char 0 // player 1\n \n float x, y, z\n x, y, z = get_char_coordinates playerChar\n \n int worldIdx = get_char_area_visible playerChar\n \n print_formatted_now {format} \"Position: %0.1f %0.1f %0.1f ~n~ Interior: %d\" {time} 50 {args} x y z worldIdx\nend",
"0AD3": "int buf = allocate_memory 64\nstring_format buf \"%d + %d = %d\" 2 2 4\nfree_memory buf",
"0AD9": "write_formatted_string_to_file outputFile {format} \"Timer is %d.%c\" {args} TimerA 0x0A // end of line",
"0AE1": "float x,y,z\nChar ped\n\nwhile true\n wait 0\n \n if\n test_cheat \"1\"\n then\n get_active_camera_coordinates {store_to} x y z\n \n if\n get_random_char_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {find_next} false {skip_dead} true {store_to} ped\n then\n explode_char_head ped // the first one\n \n while get_random_char_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {find_next} true {skip_dead} true {store_to} ped\n explode_char_head ped\n end\n else\n print_formatted_now \"First not found\" {time} 4000\n end\n end\nend",
"0AE2": "while true\n wait {time} 100\n\n float x, y, z\n x, y, z = get_active_camera_coordinates\n \n int color = generate_random_int_in_range {min} 0 {max} 9\n \n // iterate near cars\n int handle = get_random_car_in_sphere_no_save_recursive {pos} x y z {radius} 40.0 {findNext} false {skipWrecked} true // initialize search, get first\n while handle <> -1 // found!\n change_car_colour handle {color1} color {color2} color\n \n handle = get_random_car_in_sphere_no_save_recursive {pos} x y z {radius} 40.0 {findNext} true {skipWrecked} true // get next\n end\nend",
"0AE3": "while true\n wait {time} 0 // once every render frame\n\n float x, y, z\n x, y, z = get_active_camera_coordinates\n \n // iterate near objects\n int handle = get_random_object_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {findNext} false // initialize search, get first\n while handle <> -1 // found!\n DRAW_OBJECT_INFO(handle) // call function for every found object\n\n handle = get_random_object_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {findNext} true // get next\n end\nend\n\n\n// display text at 3d coordinates\nfunction DRAW_OBJECT_INFO(obj :int)\n int modelIdx = get_object_model obj\n\n float pos[3]\n pos[0], pos[1], pos[2] = get_object_coordinates obj\n\n float screenPos[2]\n float screenSize[2]\n screenPos[0], screenPos[1], screenSize[0], screenSize[1] = convert_3d_to_screen_2d {pos} pos[0] pos[1] pos[2] {nearClip} true {farClip} true\n \n use_text_commands {state} true\n \n // calculate our font proportions\n screenSize[0] = screenSize[1]\n screenSize[0] *= 0.3 \n set_text_scale {widthScale} screenSize[0] {heightScale} screenSize[1]\n \n set_text_centre {state} true\n \n set_text_colour {rgb} 255 255 0 {alpha} 255\n set_text_edge {size} 1 {RGBA} 0 0 0 64\n \n display_text_formatted {offsetLeft} screenPos[0] {offsetTop} screenPos[1] {format} \"%d\" {args} modelIdx\nend",
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1 change: 1 addition & 0 deletions assets/vc/snippets.json
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@
"0AB1": "while true\n wait 250\n \n if and\n is_player_playing $player1\n test_cheat \"gun\"\n then\n int ammo = GIVE_PLAYER_WEAPON(38) // this is actually CLEO_CALL command\n print_help_formatted {text} \"%d bullets!\" {args} ammo\n end\nend\n\nfunction GIVE_PLAYER_WEAPON(weaponType :int) : int\n int modelIdx = get_weapontype_model {weapon_type} weaponType\n request_model {modelId} modelIdx\n load_all_models_now\n \n give_weapon_to_char $scplayer {weaponType} weaponType {ammo} 100\n \n mark_model_as_no_longer_needed {modelId} modelIdx\n \n // check and return ammo count\n int ammo = get_ammo_in_char_weapon $scplayer {weaponType} weaponType\n cleo_return 1 ammo\nend",
"0AD1": "while true\n wait 0\n \n char playerChar = get_player_char 0 // player 1\n \n float x, y, z\n x, y, z = get_char_coordinates playerChar\n \n int worldIdx = get_char_area_visible playerChar\n \n print_formatted_now {format} \"Position: %0.1f %0.1f %0.1f ~n~ Interior: %d\" {time} 50 {args} x y z worldIdx\nend",
"0AD3": "int buf = allocate_memory 64\nstring_format buf \"%d + %d = %d\" 2 2 4\nfree_memory buf",
"0AD9": "write_formatted_string_to_file outputFile {format} \"Timer is %d.%c\" {args} TimerA 0x0A // end of line",
"0AE1": "float x,y,z\nChar ped\n\nwhile true\n wait 0\n \n if\n test_cheat \"1\"\n then\n get_active_camera_coordinates {store_to} x y z\n \n if\n get_random_char_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {find_next} false {skip_dead} true {store_to} ped\n then\n explode_char_head ped // the first one\n \n while get_random_char_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {find_next} true {skip_dead} true {store_to} ped\n explode_char_head ped\n end\n else\n print_formatted_now \"First not found\" {time} 4000\n end\n end\nend",
"0AE2": "while true\n wait {time} 100\n\n float x, y, z\n x, y, z = get_active_camera_coordinates\n \n int color = generate_random_int_in_range {min} 0 {max} 9\n \n // iterate near cars\n int handle = get_random_car_in_sphere_no_save_recursive {pos} x y z {radius} 40.0 {findNext} false {skipWrecked} true // initialize search, get first\n while handle <> -1 // found!\n change_car_colour handle {color1} color {color2} color\n \n handle = get_random_car_in_sphere_no_save_recursive {pos} x y z {radius} 40.0 {findNext} true {skipWrecked} true // get next\n end\nend",
"0AE3": "while true\n wait {time} 0 // once every render frame\n\n float x, y, z\n x, y, z = get_active_camera_coordinates\n \n // iterate near objects\n int handle = get_random_object_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {findNext} false // initialize search, get first\n while handle <> -1 // found!\n DRAW_OBJECT_INFO(handle) // call function for every found object\n\n handle = get_random_object_in_sphere_no_save_recursive {pos} x y z {radius} 30.0 {findNext} true // get next\n end\nend\n\n\n// display text at 3d coordinates\nfunction DRAW_OBJECT_INFO(obj :int)\n int modelIdx = get_object_model obj\n\n float pos[3]\n pos[0], pos[1], pos[2] = get_object_coordinates obj\n\n float screenPos[2]\n float screenSize[2]\n screenPos[0], screenPos[1], screenSize[0], screenSize[1] = convert_3d_to_screen_2d {pos} pos[0] pos[1] pos[2] {nearClip} true {farClip} true\n \n use_text_commands {state} true\n \n // calculate our font proportions\n screenSize[0] = screenSize[1]\n screenSize[0] *= 0.3 \n set_text_scale {widthScale} screenSize[0] {heightScale} screenSize[1]\n \n set_text_centre {state} true\n \n set_text_colour {rgb} 255 255 0 {alpha} 255\n set_text_edge {size} 1 {RGBA} 0 0 0 64\n \n display_text_formatted {offsetLeft} screenPos[0] {offsetTop} screenPos[1] {format} \"%d\" {args} modelIdx\nend"
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2 changes: 1 addition & 1 deletion ngsw.json
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@@ -1,6 +1,6 @@
{
"configVersion": 1,
"timestamp": 1732387981393,
"timestamp": 1732498704136,
"index": "/index.html",
"assetGroups": [
{
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