title says it all
|
|
|
|
Would you like to get all the new info from
PSX-Scene in your email each day?
Want to learn more about the team keeping you up to date with the latest scene news?
Read about them now! Check out our Developer bios, too! | ||
|
|
title says it all
here is my old one:
Code:#include <natives.h> #include <common.h> #include <strings.h> #include <types.h> #include <consts.h> // part of functions.c from Three-Socks void draw_title(float x, float y, float width, float height, uint r, uint g, uint b, uint a, char *val) { SET_TEXT_FONT(6); SET_TEXT_BACKGROUND(0); SET_TEXT_DROPSHADOW(0, 0, 0, 0, 255); SET_TEXT_EDGE(1, 0, 0, 0, 255); SET_TEXT_PROPORTIONAL(1); SET_TEXT_WRAP(0.00000000, 1.00000000); SET_TEXT_COLOUR(r, g, b, a); SET_TEXT_SCALE(width, height); SET_TEXT_JUSTIFY(0); SET_TEXT_CENTRE(1); SET_TEXT_RIGHT_JUSTIFY(0); DISPLAY_TEXT_WITH_LITERAL_STRING(x, y, "STRING", val); } void set_up_draw(int type, float width, float height, uint r, uint g, uint b, uint a) { SET_TEXT_FONT(0); SET_TEXT_BACKGROUND(0); SET_TEXT_DROPSHADOW(0, 0, 0, 0, 255); SET_TEXT_EDGE(0, 0, 0, 0, 255); if (type == 1) { SET_TEXT_BACKGROUND(1); } else if (type == 2) { SET_TEXT_DROPSHADOW(1, 0, 0, 0, 255); } else if (type == 3) { SET_TEXT_EDGE(1, 0, 0, 0, 255); } SET_TEXT_COLOUR(r, g, b, a); SET_TEXT_SCALE(width, height); SET_TEXT_PROPORTIONAL(1); SET_TEXT_JUSTIFY(0); SET_TEXT_CENTRE(0); SET_TEXT_RIGHT_JUSTIFY(1); } float draw_text(char *gxtName, float x, float y, char *val) { float result; result = GET_STRING_WIDTH_WITH_STRING(gxtName, val); DISPLAY_TEXT_WITH_LITERAL_STRING(x, y, gxtName, val); return result; } void draw_number(char *gxtName, float x, float y, int val) { DISPLAY_TEXT_WITH_NUMBER(x, y, gxtName, val); } void draw_float(char *gxtName, float x, float y, float val) { DISPLAY_TEXT_WITH_FLOAT(x, y, gxtName, val, 4); } // /**************************************************** SCRIPT SETTINGS - Values and data that can be changed to suit your needs. *****************************************************/ #define L1 0x4 #define L2 0x5 #define R1 0x6 #define R2 0x7 #define DPAD_UP 0x8 #define DPAD_DOWN 0x9 #define DPAD_LEFT 0xA #define DPAD_RIGHT 0xB #define START 0xC #define SELECT 0xD #define SQUARE 0xE #define TRIANGLE 0xF #define X 0x10 #define CIRCLE 0x11 #define STICK_L 0x12 // L3 #define STICK_R 0x13 // R3 /**************************************************** OBJECT SPAWNER BY JDMALEX (in progrss) DONT_REMOVE_OBJECT(Object obj); TRYE IT OTU *****************************************************/ //adjust for total Number of Models #define NUMBER_OF_MODELS 48 // GOTTA CHANGE WHEN ADDING MORE bool isObjectSpawnOn = 0, objectCounter = 0,objectModeSelectInt = 0,CamSwitch=0,CamSwitch2=0 ,SaveSwitch=0,PrintSwitch = 0; int models[NUMBER_OF_MODELS] , ViewPortId , RoomKey; float x, y, z,h, obj_x, obj_y, obj_z ,obj_heading,objR_x,objR_y,objR_z,CamAj_X,CamAj_Y,CamAj_Z; float pos_x = 0.05000000, width = 0.30000000, height = 0.30000000; uint r = 255, g = 255, b = 255, a = 110; Object spawnedOnject; uint Objmodel; Camera ObjCam; //single's #define SELECT_NEXT_BUTTON R1 #define SELECT_PREVIOUS_BUTTON L1 #define SPAWN_OBJECT_BUTTON X #define SELECT_SAVE_BUTTON STICK_L //combo's #define SPAWNER_ON_OFF_BUTTON_1 L2 #define SPAWNER_ON_OFF_BUTTON_2 CIRCLE #define OBJ_SELECT_1 R2 #define OBJ_SELECT_2 CIRCLE #define CLEAR_AREA_1 STICK_R #define CLEAR_AREA_2 CIRCLE void Print(char *string) { PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string, 5000, 1); } bool IsKeyPressed(uint iKey , uint iJey) { return IS_BUTTON_PRESSED(0,iKey) && IS_BUTTON_PRESSED(0,iJey); } void SaveGameToSaveObj(void)// activates the save menu.. Trying to get objects to save ..notyet working { if(isObjectSpawnOn == 1) { if(IS_BUTTON_PRESSED(0,SELECT_SAVE_BUTTON)) { ACTIVATE_SAVE_MENU(); } } } // List of all the objects void modelslist(void) { models[0]=MODEL_CJ_BARRIER_10; models[1]=MODEL_CJ_BARRIER_10; models[2]=MODEL_CJ_BARRIER_10; models[3]=MODEL_CJ_BANK_MON; models[4]=MODEL_CJ_PROC_PLANT_29; models[5]=MODEL_CJ_BOAT_RAMP; models[6]=MODEL_CJ_OIL_DRUM; models[7]=MODEL_CJ_OIL_DRUM; models[8]=MODEL_CJ_NEIL_BARRIER_BASE; models[9]=MODEL_CJ_PROC_PLANT_29; models[10]=MODEL_CJ_BANK_MON; // Updated 4-16-12 models[11]=MODEL_CJ_BARRIER_1; models[12]=MODEL_CJ_BARRIER_10; models[13]=MODEL_CJ_BARRIER_10B; models[14]=MODEL_CJ_BARRIER_11; models[15]=MODEL_CJ_BARRIER_11B; models[16]=MODEL_CJ_BARRIER_1B; models[17]=MODEL_CJ_BARRIER_1C; models[18]=MODEL_CJ_BARRIER_2; models[19]=MODEL_CJ_BARRIER_3; models[20]=MODEL_CJ_BARRIER_4B; models[21]=MODEL_CJ_BARRIER_5; models[22]=MODEL_CJ_BARRIER_5B; models[23]=MODEL_CJ_BARRIER_6; models[24]=MODEL_CJ_BARRIER_6B; models[25]=MODEL_CJ_BARRIER_7; models[26]=MODEL_CJ_BARRIER_7B; models[27]=MODEL_CJ_BARRIER_8; models[28]=MODEL_CJ_BARRIER_8_LIGHT; models[29]=MODEL_CJ_BARRIER_8B; models[30]=MODEL_CJ_BARRIER_8C; models[31]=MODEL_CJ_BARRIER_9; models[32]=MODEL_CJ_BARRIER_9B; models[33]=MODEL_CJ_G_DOOR_BIG; models[34]=MODEL_CJ_G_DOOR_BIG2; models[35]=MODEL_CJ_GAME_CLOCK; models[36]=MODEL_CJ_GAME_CUBE_1; models[37]=MODEL_CJ_GAME_CUBE_2; models[38]=MODEL_CJ_GAME_CUBE_3; models[39]=MODEL_CJ_GAME_CUBE_4; models[40]=MODEL_CJ_GAME_CUBE_5; models[41]=MODEL_CJ_GAME_CUBE_6; models[41]=MODEL_CJ_GAME_CUBE_C1; models[43]=MODEL_CJ_GAME_CUBE_C2; models[44]=MODEL_CJ_GAME_CUBE_C3; models[45]=MODEL_CJ_GAME_CUBE_C4; models[46]=MODEL_CJ_GAME_CUBE_C5; models[47]=MODEL_CJ_GAME_CUBE_C6; models[48]=MODEL_CJ_GAME_GRID; } // Names of the Objects void ModelNames(void) { if(PrintSwitch == 1) { if(objectCounter == 0){Print("BM_skate_flatramp");PrintSwitch = 0;} else if(objectCounter == 1){Print("BM_skate_funbox");PrintSwitch = 0;} else if(objectCounter == 2){Print("BM_skate_halfpipe");PrintSwitch = 0;} else if(objectCounter == 3){Print("BM_skate_kickers");PrintSwitch = 0;} else if(objectCounter == 4){Print("BM_skate_quartpipe");PrintSwitch = 0;} else if(objectCounter == 5){Print("MODEL_CJ_BOAT_RAMP");PrintSwitch = 0;} else if(objectCounter == 6){Print("BM_skate_spineramps");PrintSwitch = 0;} else if(objectCounter == 7){Print("MODEL_CJ_OIL_DRUM");PrintSwitch = 0;} else if(objectCounter == 8){Print("MODEL_CJ_NEIL_BARRIER_BASE");PrintSwitch = 0;} else if(objectCounter == 9){Print("MODEL_CJ_PROC_PLANT_29");PrintSwitch = 0;} else if(objectCounter == 10){Print("MODEL_CJ_BANK_MON");PrintSwitch = 0;} // Updated 4-16-12 else if(objectCounter == 11){Print("MODEL_CJ_BARRIER_1");PrintSwitch = 0;} else if(objectCounter == 12){Print("MODEL_CJ_BARRIER_10");PrintSwitch = 0;} else if(objectCounter == 13){Print("MODEL_CJ_BARRIER_10B");PrintSwitch = 0;} else if(objectCounter == 14){Print("MODEL_CJ_BARRIER_11");PrintSwitch = 0;} else if(objectCounter == 15){Print("MODEL_CJ_BARRIER_11B");PrintSwitch = 0;} else if(objectCounter == 16){Print("MODEL_CJ_BARRIER_1B");PrintSwitch = 0;} else if(objectCounter == 17){Print("MODEL_CJ_BARRIER_1C");PrintSwitch = 0;} else if(objectCounter == 18){Print("MODEL_CJ_BARRIER_2");PrintSwitch = 0;} else if(objectCounter == 19){Print("MODEL_CJ_BARRIER_3");PrintSwitch = 0;} else if(objectCounter == 20){Print("MODEL_CJ_BARRIER_4B");PrintSwitch = 0;} else if(objectCounter == 21){Print("MODEL_CJ_BARRIER_5");PrintSwitch = 0;} else if(objectCounter == 22){Print("MODEL_CJ_BARRIER_5B");PrintSwitch = 0;} else if(objectCounter == 23){Print("MODEL_CJ_BARRIER_6");PrintSwitch = 0;} else if(objectCounter == 24){Print("MODEL_CJ_BARRIER_6B");PrintSwitch = 0;} else if(objectCounter == 25){Print("MODEL_CJ_BARRIER_7");PrintSwitch = 0;} else if(objectCounter == 26){Print("MODEL_CJ_BARRIER_7B");PrintSwitch = 0;} else if(objectCounter == 27){Print("MODEL_CJ_BARRIER_8");PrintSwitch = 0;} else if(objectCounter == 28){Print("MODEL_CJ_BARRIER_8_LIGHT");PrintSwitch = 0;} else if(objectCounter == 29){Print("MODEL_CJ_BARRIER_8B");PrintSwitch = 0;} else if(objectCounter == 30){Print("MODEL_CJ_BARRIER_8C");PrintSwitch = 0;} else if(objectCounter == 31){Print("MODEL_CJ_BARRIER_9");PrintSwitch = 0;} else if(objectCounter == 32){Print("MODEL_CJ_BARRIER_9B");PrintSwitch = 0;} else if(objectCounter == 33){Print("MODEL_CJ_G_DOOR_BIG");PrintSwitch = 0;} else if(objectCounter == 34){Print("MODEL_CJ_G_DOOR_BIG2");PrintSwitch = 0;} else if(objectCounter == 35){Print("MODEL_CJ_GAME_CLOCK");PrintSwitch = 0;} else if(objectCounter == 36){Print("MODEL_CJ_GAME_CUBE_1");PrintSwitch = 0;} else if(objectCounter == 37){Print("MODEL_CJ_GAME_CUBE_2");PrintSwitch = 0;} else if(objectCounter == 38){Print("MODEL_CJ_GAME_CUBE_3");PrintSwitch = 0;} else if(objectCounter == 39){Print("MODEL_CJ_GAME_CUBE_4");PrintSwitch = 0;} else if(objectCounter == 40){Print("MODEL_CJ_GAME_CUBE_5");PrintSwitch = 0;} else if(objectCounter == 41){Print("MODEL_CJ_GAME_CUBE_6");PrintSwitch = 0;} else if(objectCounter == 42){Print("MODEL_CJ_GAME_CUBE_C1");PrintSwitch = 0;} else if(objectCounter == 43){Print("MODEL_CJ_GAME_CUBE_C2");PrintSwitch = 0;} else if(objectCounter == 44){Print("MODEL_CJ_GAME_CUBE_C3");PrintSwitch = 0;} else if(objectCounter == 45){Print("MODEL_CJ_GAME_CUBE_C4");PrintSwitch = 0;} else if(objectCounter == 46){Print("MODEL_CJ_GAME_CUBE_C5");PrintSwitch = 0;} else if(objectCounter == 47){Print("MODEL_CJ_GAME_CUBE_C6");PrintSwitch = 0;} else if(objectCounter == 48){Print("MODEL_CJ_GAME_GRID");PrintSwitch = 0;} } } void ObjectSpawnerNext(void) { if(isObjectSpawnOn == 1) { if(IS_BUTTON_PRESSED(0,SELECT_NEXT_BUTTON)) { objectCounter = (objectCounter+1)%NUMBER_OF_MODELS; PrintSwitch = 1; WAIT(50); } else if (IS_BUTTON_PRESSED(0,SELECT_PREVIOUS_BUTTON)) { objectCounter = (objectCounter-1)%NUMBER_OF_MODELS; PrintSwitch = 1; WAIT(50); } } } void PressButtonToSpawnObj(void) { if(isObjectSpawnOn == 1) { if(IS_BUTTON_PRESSED(0,SPAWN_OBJECT_BUTTON)) { Objmodel = models[objectCounter]; GET_CHAR_COORDINATES(GetPlayerPed(), &x, &y, &z); REQUEST_MODEL(Objmodel); while(!HAS_MODEL_LOADED(Objmodel)) { WAIT(0); } CREATE_OBJECT(Objmodel,x+5,y+5,z,&spawnedOnject,1); GET_GAME_VIEWPORT_ID(&ViewPortId); GET_KEY_FOR_VIEWPORT_IN_ROOM(ViewPortId, &RoomKey); ADD_OBJECT_TO_INTERIOR_ROOM_BY_KEY(spawnedOnject, RoomKey); SET_OBJECT_INVINCIBLE(spawnedOnject,TRUE); FREEZE_OBJECT_POSITION(spawnedOnject,TRUE); SET_OBJECT_DYNAMIC(spawnedOnject,TRUE); GET_OBJECT_COORDINATES(spawnedOnject, &obj_x,&obj_y,&obj_z); CamSwitch=0; CamSwitch2 = 0; WAIT(100); } } } void ObjectSpawnOnOrOff(void) { if( IsKeyPressed(SPAWNER_ON_OFF_BUTTON_1,SPAWNER_ON_OFF_BUTTON_2)) { if (isObjectSpawnOn == 0) { isObjectSpawnOn = 1; WAIT(100); Print("Object Spawner ON"); SET_CHAR_VISIBLE(GetPlayerPed(), FALSE); FREEZE_CHAR_POSITION(GetPlayerPed(), TRUE); SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), TRUE); SET_PLAYER_CONTROL(GetPlayerIndex(), false); WAIT(100); } else if(isObjectSpawnOn == 1) { CamSwitch=1; WAIT(100); isObjectSpawnOn = 0; Print("Object Spawner OFF"); SET_CHAR_VISIBLE(GetPlayerPed(), TRUE); FREEZE_CHAR_POSITION(GetPlayerPed(), FALSE); DETACH_OBJECT(spawnedOnject , TRUE); SET_PLAYER_CONTROL(GetPlayerIndex(), TRUE); SET_POLICE_IGNORE_PLAYER(GetPlayerIndex(), FALSE); SET_CAM_ACTIVE(ObjCam, 0); SET_CAM_PROPAGATE(ObjCam, 0); ACTIVATE_SCRIPTED_CAMS(0, 0); if(DOES_CAM_EXIST(ObjCam)) { DESTROY_CAM(ObjCam); } WAIT(100); SET_CAM_BEHIND_PED(GetPlayerPed()); CamSwitch2 = 1; } } } //Used To Select What mode of ajustment so that It wont take up all the buttons at once void objectModeSelect(void) { if(( IsKeyPressed(OBJ_SELECT_1,OBJ_SELECT_2))&&(isObjectSpawnOn == 1)) { if(objectModeSelectInt == 0) { objectModeSelectInt = 1; Print("Ajust XYZ"); WAIT(50); } else if(objectModeSelectInt == 1) { objectModeSelectInt = 2; Print("Ajust Camara XYZ"); WAIT(50); } else if(objectModeSelectInt == 2) { objectModeSelectInt = 0; Print("Rotate XYZ"); WAIT(50); } } } void MoveObject(void) { if((isObjectSpawnOn == 1) && (DOES_OBJECT_EXIST(spawnedOnject))) { GET_OBJECT_COORDINATES(spawnedOnject, &obj_x,&obj_y,&obj_z); // For ajusting coords if((IS_BUTTON_PRESSED(0,DPAD_LEFT))&& (objectModeSelectInt == 1)){obj_x+=1.0f; Print("Ajusting +X axis");SET_OBJECT_COORDINATES(spawnedOnject, obj_x,obj_y,obj_z);} if((IS_BUTTON_PRESSED(0,DPAD_RIGHT))&& (objectModeSelectInt == 1)){obj_x-=1.0f;Print("Ajusting -X axis"); SET_OBJECT_COORDINATES(spawnedOnject, obj_x,obj_y,obj_z);} if((IS_BUTTON_PRESSED(0,DPAD_DOWN))&& (objectModeSelectInt == 1)){obj_y+=1.0f; Print("Ajusting +Y axis");SET_OBJECT_COORDINATES(spawnedOnject, obj_x,obj_y,obj_z);} if((IS_BUTTON_PRESSED(0,DPAD_UP))&& (objectModeSelectInt == 1)){obj_y-=1.0f;Print("Ajusting -Y axis"); SET_OBJECT_COORDINATES(spawnedOnject, obj_x,obj_y,obj_z);} // For ajusting Up/Down if((IS_BUTTON_PRESSED(0,TRIANGLE))&& (objectModeSelectInt == 1)){Print("Ajusting +Z axis");obj_z+=1.0f; SET_OBJECT_COORDINATES(spawnedOnject, obj_x,obj_y,obj_z);} if((IS_BUTTON_PRESSED(0,SQUARE))&& (objectModeSelectInt == 1)){Print("Ajusting -Z axis");obj_z-=1.0f; SET_OBJECT_COORDINATES(spawnedOnject, obj_x,obj_y,obj_z);} // Rotation of axis if((IS_BUTTON_PRESSED(0,DPAD_DOWN))&& (objectModeSelectInt == 0)){objR_x+=1.0f; Print("Rotation +X axis");SET_OBJECT_ROTATION(spawnedOnject, objR_x,objR_y,objR_z);} if((IS_BUTTON_PRESSED(0,DPAD_UP))&& (objectModeSelectInt == 0)){objR_x-=1.0f;Print("Rotation -X axis"); SET_OBJECT_ROTATION(spawnedOnject, objR_x,objR_y,objR_z);} if((IS_BUTTON_PRESSED(0,DPAD_LEFT))&& (objectModeSelectInt == 0)){objR_y+=1.0f; Print("Rotation +Y axis");SET_OBJECT_ROTATION(spawnedOnject, objR_x,objR_y,objR_z);} if((IS_BUTTON_PRESSED(0,DPAD_RIGHT))&& (objectModeSelectInt == 0)){objR_y-=1.0f;Print("Rotation -Y axis"); SET_OBJECT_ROTATION(spawnedOnject, objR_x,objR_y,objR_z);} // Roataion Facing if((IS_BUTTON_PRESSED(0,TRIANGLE))&& (objectModeSelectInt == 0)){objR_z+=1.0f; Print("Rotation +Z axis");SET_OBJECT_ROTATION(spawnedOnject, objR_x,objR_y,objR_z);} if((IS_BUTTON_PRESSED(0,SQUARE))&& (objectModeSelectInt == 0)){objR_z-=1.0f;Print("Rotation -Z axis"); SET_OBJECT_ROTATION(spawnedOnject, objR_x,objR_y,objR_z);} // Delete Object + Clear Area //if((IS_BUTTON_PRESSED(0,DELETE_OBJECT_BUTTON))&& (objectModeSelectInt == 0)){Print("Deleted Last Object"); DELETE_OBJECT(spawnedOnject);MARK_MODEL_AS_NO_LONGER_NEEDED(Objmodel);} //if(( IsKeyPressed(CLEAR_AREA_1,CLEAR_AREA_2))&& (objectModeSelectInt == 0)){Print("Area Cleared"); CLEAR_AREA_OF_OBJECTS(obj_x,obj_y,obj_z, 20.0);} // For Cam coords XYZ if((IS_BUTTON_PRESSED(0,DPAD_LEFT))&& (objectModeSelectInt == 2)){CamAj_X+=2; Print("Ajusting Camara +X axis");SET_CAM_ATTACH_OFFSET(ObjCam, CamAj_X, CamAj_Y, CamAj_Z);} if((IS_BUTTON_PRESSED(0,DPAD_RIGHT))&& (objectModeSelectInt == 2)){CamAj_X-=2;Print("Ajusting Camara -X axis");SET_CAM_ATTACH_OFFSET(ObjCam, CamAj_X, CamAj_Y, CamAj_Z);} if((IS_BUTTON_PRESSED(0,DPAD_DOWN))&& (objectModeSelectInt == 2)){CamAj_Y+=2; Print("Ajusting Camara +Y axis");SET_CAM_ATTACH_OFFSET(ObjCam, CamAj_X, CamAj_Y, CamAj_Z);} if((IS_BUTTON_PRESSED(0,DPAD_UP))&& (objectModeSelectInt == 2)){CamAj_Y-=2;Print("Ajusting Camara -Y axis");SET_CAM_ATTACH_OFFSET(ObjCam, CamAj_X, CamAj_Y, CamAj_Z);} if((IS_BUTTON_PRESSED(0,TRIANGLE))&& (objectModeSelectInt == 2)){CamAj_Z+=2; Print("Ajusting Camara +Z axis");SET_CAM_ATTACH_OFFSET(ObjCam, CamAj_X, CamAj_Y, CamAj_Z);} if((IS_BUTTON_PRESSED(0,SQUARE))&& (objectModeSelectInt == 2)){CamAj_Z-=2; Print("Ajusting Camara -Z axis");SET_CAM_ATTACH_OFFSET(ObjCam, CamAj_X, CamAj_Y, CamAj_Z);} //CamAj_X,CamAj_Y,CamAj_Z; // Object Coords XYZH if((isObjectSpawnOn == 1)) {GET_OBJECT_COORDINATES(spawnedOnject, &x, &y, &z); GET_OBJECT_HEADING(spawnedOnject, &h); set_up_draw(2, width, height, 253, 160, 35, a); draw_text("STRING", pos_x, 0.25000000, "OBJECT XYZH"); set_up_draw(2, width, height, r, g, b, a); draw_float("NUMBR", pos_x, 0.28000000, x); set_up_draw(2, width, height, r, g, b, a); draw_float("NUMBR", pos_x, 0.31000000, y); set_up_draw(2, width, height, r, g, b, a); draw_float("NUMBR", pos_x, 0.34000000, z); set_up_draw(2, width, height, r, g, b, a); draw_float("NUMBR", pos_x, 0.37000000, h); } } } void CamAtObject(void) { if((isObjectSpawnOn == 1) && (DOES_OBJECT_EXIST(spawnedOnject)))//creates a cam that will point at object { if((CamSwitch == 0) && (CamSwitch2 == 0)) { CREATE_CAM(14, &ObjCam); SET_CAM_ACTIVE(ObjCam, 1); SET_CAM_PROPAGATE(ObjCam, 1); ACTIVATE_SCRIPTED_CAMS(1, 1); ATTACH_CAM_TO_OBJECT(ObjCam, spawnedOnject); SET_CAM_ATTACH_OFFSET(ObjCam, CamAj_X+10, CamAj_Y+10, CamAj_Z+5); POINT_CAM_AT_OBJECT(ObjCam, spawnedOnject); WAIT(500); CamSwitch2 = 1; } } } void main(void) { THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME(); while(1){ WAIT(0); SaveGameToSaveObj(); modelslist(); ModelNames(); objectModeSelect(); ObjectSpawnOnOrOff(); ObjectSpawnerNext(); PressButtonToSpawnObj(); MoveObject(); CamAtObject(); } }
Evilb did not release his source for that , my source is less advanced and out dated .. Why don't u just use evilb's trainer it's all I use
| « Previous Thread | Next Thread » |