CLEO Help command like /ant

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Everlight

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hey can someone make for me command /istraukti > it's like u can get out player with command /istraukti his id and his gonna get out from car like /ant u can cuff the player.

get out player from his car*
 

Parazitas

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Jan 2, 2017
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PHP:
{$CLEO .cs}
0000:
thread "TehArgis"
0B34: samp register_client_command ".e" to_label @CMD
0@ = 0

:MAIN
wait 0
if
0@ == 1
then
    if and
    not Actor.Driving($PLAYER_ACTOR)
    SAMP.IsPlayerConnected(3@)
    056D:   actor 4@ defined
    Actor.Driving(4@)
    then
        5@ = Actor.CurrentCar(4@)
        wait 10
        call @SYNC_VEHICLE 1 5@
    else
        0@ = 0
    end
end
jump @MAIN

:CMD
wait 0
SAMP.IsCommandTyped(1@)
if
0AD4: 2@ = scan_string 1@ format "%d" 3@
else_jump @USAGE
if not Actor.Driving($PLAYER_ACTOR)
else_jump @ERROR1
if
SAMP.IsPlayerConnected(3@)
else_jump @ERROR2
4@ = SAMP.GetActorHandleByPlayerID(3@)
if
056D:   actor 4@ defined
else_jump @ERROR3
if
Actor.Driving(4@)
else_jump @ERROR4
0@ = 1
SAMP.CmdRet()
jump @MAIN

:USAGE
wait 0
0AF8: samp add_message_to_chat "{FF0000}[Eject] {FFFFFF}USAGE: /.e <ID>" color 0xFFFFFF
0@ = 0
SAMP.CmdRet()
jump @MAIN

:ERROR1
wait 0
0AF8: samp add_message_to_chat "{FF0000}[Eject] {FFFFFF}You must be onfoot!" color 0xFFFFFF
0@ = 0
SAMP.CmdRet()
jump @MAIN

:ERROR2
wait 0
0AF8: samp add_message_to_chat "{FF0000}[Eject] {FFFFFF}Invalid ID!" color 0xFFFFFF
0@ = 0
SAMP.CmdRet()
jump @MAIN

:ERROR3
wait 0
0AF8: samp add_message_to_chat "{FF0000}[Eject] {FFFFFF}Target too far away!" color 0xFFFFFF
0@ = 0
SAMP.CmdRet()
jump @MAIN

:ERROR4
wait 0
0AF8: samp add_message_to_chat "{FF0000}[Eject] {FFFFFF}Target must be a driver!" color 0xFFFFFF
0@ = 0
SAMP.CmdRet()
jump @MAIN

:SYNC_VEHICLE
IF
0B2C: 1@ = get_vehicle_id_by_car_handle 0@
THEN  
    0AC8: 31@ = allocate_memory_size 63 // struct stInCarData ( size = 63 )
    0C0D: struct 31@ offset 0 size 2 = 1@ // sVehicleID;
    0C0D: struct 31@ offset 2 size 2 = 0 // sLeftRightKeys;
    0C0D: struct 31@ offset 4 size 2 = 0 // sUpDownKeys;
    0C0D: struct 31@ offset 6 size 2 = 0 // sKeys;        
    0A97: 17@ = car 0@ struct  
    17@ += 0x14
    0A8D: 17@ = read_memory 17@ size 4 virtual_protect 0
    0AB1: call_scm_func @Quaternion_get 1 matrix_pointer 17@ Quat_x 18@ Quat_y 19@ Quat_z 20@ Quat_w 21@        
    0C0D: struct 31@ offset 8  size 4   = 18@
    0C0D: struct 31@ offset 12 size 4   = 19@
    0C0D: struct 31@ offset 16 size 4   = 20@
    0C0D: struct 31@ offset 20 size 4   = 21@
    0407: store_coords_to 24@ 23@ 22@ from_car 0@ with_offset 0.0 0.0 0.0
    0C0D: struct 31@ offset 24 size 4   = 24@
    0C0D: struct 31@ offset 28 size 4   = 23@
    0C0D: struct 31@ offset 32 size 4   = 22@    
    0A97: 22@ = car 0@ struct
    22@ += 68
    0A8D: 21@ = read_memory 22@ size 4 virtual_protect 0
    22@ += 0x4
    0A8D: 20@ = read_memory 22@ size 4 virtual_protect 0
    22@ += 0x4
    0A8D: 19@ = read_memory 22@ size 4 virtual_protect 0
    0C0D: struct 31@ offset 36  size 4   = 21@
    0C0D: struct 31@ offset 40  size 4   = 20@
    0C0D: struct 31@ offset 44  size 4   = 19@    
    0227: 18@ = car 0@ health
    0093: 17@ = integer 18@ to_float    
    0C0D: struct 31@ offset 48  size 4   = 17@  // car hp
    0226: 17@ = actor $PLAYER_ACTOR health
    0C0D: struct 31@ offset 52  size 1   = 17@   // PLAYER
    04DD: 16@ = actor $PLAYER_ACTOR armour
    0C0D: struct 31@ offset 53  size 1   = 16@   // ARMOUR
    0C0D: struct 31@ offset 54  size 1   = 0   // weapon    
    0C0D: struct 31@ offset 55  size 1   = 0   // siren
    0C0D: struct 31@ offset 56  size 1   = 0  
    0C0D: struct 31@ offset 57  size 2   = 0  
    0C0D: struct 31@ offset 59  size 4   = 0.0 // train speed    
    0B3D: raknet 29@ = new_bit_stream
    0B40: raknet bit_stream 29@ write 200 type 0 size 1
    0B40: raknet bit_stream 29@ write 31@ type 5 size 63
    0B8B: raknet send bit_stream 29@
    0B3E: raknet delete_bit_stream 29@
    0AC9: free_allocated_memory 31@
END
0AB2: 0
 
 
:Quaternion_get
0C0C: 1@ = struct 0@ offset 0 size 4
0C0C: 2@ = struct 0@ offset 4 size 4
0C0C: 3@ = struct 0@ offset 8 size 4
0C0C: 4@ = struct 0@ offset 16 size 4
0C0C: 5@ = struct 0@ offset 20 size 4
0C0C: 6@ = struct 0@ offset 24 size 4
0C0C: 7@ = struct 0@ offset 32 size 4
0C0C: 8@ = struct 0@ offset 36 size 4
0C0C: 9@ = struct 0@ offset 40 size 4
 
005B: 10@ = 1@
005B: 10@ += 5@
005B: 10@ += 9@
 
if 0021: 10@ > 0.0
then
0007: 0@ = 0.5
000B: 10@ += 1.0
01FB: sqrt 10@ store_to 10@
0073: 0@ /= 10@  //s
0007: 15@ = 0.25
0073: 15@ /= 0@ //w
005B: 16@ = 8@  //x
0063: 16@ -= 6@
006B: 16@ *= 0@
005B: 17@ = 3@  //y
0063: 17@ -= 7@
006B: 17@ *= 0@
005B: 18@ = 4@  //z
0063: 18@ -= 2@
006B: 18@ *= 0@
else if and
    0025: 1@ > 5@
    0025: 1@ > 9@
    then
    0007: 0@ = 2.0
    0007: 10@ = 1.0
    005B: 10@ += 1@
    0063: 10@ -= 5@
    0063: 10@ -= 9@
    01FB: sqrt 10@ store_to 10@
    006B: 0@ *= 10@ //s
    005B: 15@ = 8@ //w
    0063: 15@ -= 6@
    0073: 15@ /= 0@
    0007: 16@ = 0.25 //x
    006B: 16@ *= 0@
    005B: 17@ = 2@
    005B: 17@ += 4@
    0073: 17@ /= 0@
    005B: 18@ = 3@
    005B: 18@ += 7@
    0073: 18@ /= 0@
    else if 0025: 5@ > 9@
        then
        0007: 0@ = 2.0
        0007: 10@ = 1.0
        005B: 10@ += 5@
        0063: 10@ -= 1@
        0063: 10@ -= 9@
        01FB: sqrt 10@ store_to 10@
        006B: 0@ *= 10@ //s
        005B: 15@ = 3@ //w
        0063: 15@ -= 7@
        0073: 15@ /= 0@
        005B: 16@ = 2@ //x
        005B: 16@ += 4@
        0073: 16@ /= 0@
        0007: 17@ = 0.25 //y
        006B: 17@ *= 0@
        005B: 18@ = 6@  //z
        005B: 18@ += 8@
        0073: 18@ /= 0@
        else
        0007: 0@ = 2.0
        0007: 10@ = 1.0
        005B: 10@ += 9@
        0063: 10@ -= 1@
        0063: 10@ -= 5@
        01FB: sqrt 10@ store_to 10@
        006B: 0@ *= 10@ //s
        005B: 15@ = 4@ //w
        0063: 15@ -= 2@
        0073: 15@ /= 0@
        005B: 16@ = 3@ //x
        005B: 16@ += 7@
        0073: 16@ /= 0@
        005B: 17@ = 6@  //y
        005B: 17@ += 8@
        0073: 17@ /= 0@
        0007: 18@ = 0.25 //z
        006B: 18@ *= 0@
        end
    end
end          
0AB2: ret 4 15@ 16@ 17@ 18@
 
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