First I want to thank you all for helping me.
| QUOTE |
| Could you post the decompiled code? Or is compiling the problem? |
Now I compiled it for VC (unlike the last time when I compiled it for SA) and here it is:
| CODE |
// This file was decompiled using vicescm.ini published by GtaForums.com on 27.7.07
{$VERSION 2.2.0000} {$CLEO .cs}
//-------------MAIN--------------- 0000: jump @NONAME_17 hex A4 03 09 48 41 48 41 00 end
:NONAME_17 Camera.Shake(40) 7@ = 0.0 // floating-point values $TEMPVAR_Z_COORD -= 0.5 // floating-point values jump @NONAME_52 hex A4 03 09 48 end
:NONAME_52 0687: 0689: 068D: 0698: if 0686: jf @NONAME_77 hex D2 06 09 6F end
:NONAME_77 068E: 0698: jump @NONAME_17 |
I had no problems with compiling (95@, 543@, 89@ are also compiled which is unknown to my coding experience).
Problems: Besides the game crashing the code decompils without any error massages but it's not like your decompiled code Bad.boy! - I mean you wrote in a hex block this: "D2 06 09 6F" so I kind of expected 06D2 opcode in a decompiled text but as you can see it isn't there. Other thing is that the opcode names are still vissible - I don't want to see them after decompiling. And yes I understand that my scrypts are not so great as I think but I still want to lock them because they are mine. And if some newby wants to open and edit my cs files then he should talk to me first.