Nobitahoji

About Me

Welcome to my GTAinside userpage! Here you find some information about my live in Los Santos and Liberty City. If you have any further questions, don't hesitate to contact me by a Private Message.

Cheers!
Nobitahoji

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My Rank
I have 14 rank points.(?)

My GTAinside rank is
and I'm called:

"Pickpocket"

My Stats
Comments:
News: 0
Downloads: 14
Videos: 0
Total: 14
Modifications: (since 07.11.2012)
Released: 12 mods
Total: 16,924 downloads
Average: 1,410 downloads
Userpage:
1201 Views
Last online:
19.10.2020, 05:46
My Recent Activities
My Mods
Recent Comments (14)
Ride on Pedestrians
nadalao | 20.08.2020 | 11560

Nobitahoji
"Pickpocket"
Pickpocket
Comments: 14
20.08.2020

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6.14.2013
{$CLEO .csi}

//-------------MAIN---------------
1@ = 0
6@ = 0

:NONAME_14
if
03A4: test_cheat "MONTAR"
else_jump @NONAME_46
wait 0
jump @NONAME_14

:NONAME_46
00BA: show_text_styled GXT 'BEEFY' time 1000 style 2 // Beefy Baron

:NONAME_65
6@ = 0
1@ = 0
0247: load_model 1914

:NONAME_84
if or
8248: not model 1914 available
0A51: is_widget_pressed 25
else_jump @NONAME_117
wait 0
jump @NONAME_84

:NONAME_117
wait 0
if
6@ == 0
else_jump @NONAME_488
if
0A51: is_widget_pressed 25
else_jump @NONAME_481
if
wait 0
:NONAME_1252
else_jump @NONAME_453
0575: set_actor 1@ 7@ 8@ 9@ keep_position 1
0107: 5@ = create_object 1914 7@ 8@ 9@
070A: AS_actor 1@ attach_to_object 5@ offset 0.0 0.0 0.0 on_bone 1 0 perform_animation "NULL" IFP_file "NULL" time 1
wait 0
01BB: store_object position 5@ 7@ 8@ 9@
0172: 0@ = actor $PLAYER_ACTOR Z_angle 11@
02CE: 10@ = ground_z_at 7@ 8@ 9@
0063: 9@ -= 10@ // (float)
if
1.0 > 9@
else_jump @NONAME_354
04F4: put_actor 0@ into_turret_on_object 5@ offset_from_object_origin 0.0 0.0 0.22 orientation 3 both_side_angle_limit 360.0 lock_weapon 0
jump @NONAME_386

:NONAME_354
04F4: put_actor 0@ into_turret_on_object 5@ offset_from_object_origin 0.0 -0.27 0.15 orientation 3 both_side_angle_limit 360.0 lock_weapon 0

:NONAME_386
01B4: set_player $PLAYER_CHAR can_move 0
wait 0
01B4: set_player $PLAYER_CHAR can_move 1
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
032A: set_behind_camera_mode_to 1
0881: set_player 0 able_to_shoot_weapons 0
07CC: set_player 0 can_enter_exit_vehicles 0
0A51: is_widget_pressed 18
082A: set_player 0 able_to_use_crouch_button 0
0992: set_player 0 weapons_scrollable 0
06AF: set_player $PLAYER_CHAR sprint_mode 1
6@ = 1

:NONAME_453
if
0A51: is_widget_pressed 25
else_jump @NONAME_481
wait 0
else_jump @NONAME_453

:NONAME_481
jump @NONAME_998
wait 0

:NONAME_488
05D3: AS_actor 1@ goto_point 7@ 8@ 9@ mode 7 time -1 ms // versionA
0172: 11@ = actor $PLAYER_ACTOR Z_angle 1@
0176: 5@ = object 11@ Z_angle
01BB: store_object position 5@ 7@ 8@ 9@
0172: 0@ = actor $PLAYER_ACTOR Z_angle = 11@
02CE: 10@ = ground_z_at 7@ 8@ 9@
0063: 9@ -= 10@ // (float)
if
1.0 > 9@
else_jump @NONAME_704
if
8611: not actor 0@ performing_animation "CAR_SIT_WEAK"
else_jump @NONAME_697
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation "CAR_SIT_WEAK" IFP "PED" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 1 time -1
0616: define_AS_pack_end 4@
0618: assign_actor 0@ to_AS_pack 4@
061B: remove_references_to_AS_pack 4@

:NONAME_697
jump @NONAME_791

:NONAME_704
if
8611: not actor 0@ performing_animation "DRIVE_BOAT"
else_jump @NONAME_791
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation "DRIVE_BOAT" IFP "PED" framedelta 4.0 loop 1 lockX 1 lockY 1 lockF 1 time -1
0616: define_AS_pack_end 4@
0618: assign_actor 0@ to_AS_pack 4@
061B: remove_references_to_AS_pack 4@

:NONAME_791
8184: not actor 1@ health >= 0
0A51: is_widget_pressed 37
else_jump @NONAME_822
jump @NONAME_1060

:NONAME_822
if or
0611: actor 1@ performing_animation "FALL_FALL"
0611: actor 1@ performing_animation "FLOOR_HIT"
0611: actor 1@ performing_animation "FLOOR_HIF_F"
0611: actor 1@ performing_animation "KO_SKID_BACK"
0611: actor 1@ performing_animation "KO_SKID_FRONT"
0611: actor 1@ performing_animation "KO_spin_L"
0611: actor 1@ performing_animation "KO_spin_R"
else_jump @NONAME_961
jump @NONAME_1060

:NONAME_961
if
wait 1200
else_jump @NONAME_998
05C1: AS_actor 1@ speak_from_audio_table 346
0209: 1200 = random_int_in_ranges 0 300

:NONAME_998
if
03A4: test_cheat "MONTAR"
else_jump @NONAME_1053
00BA: show_text_styled GXT 'BEEFY' time 1000 style 2 // Beefy Baron
0108: destroy_object 1914
jump @NONAME_14

:NONAME_1053
jump @NONAME_117

:NONAME_1060
if
056D: actor 1@ defined
else_jump @NONAME_1094
05DB: AS_actor 1@ flee_from_actor 0@ from_origin_radius 5000.0 timelimit 999999

:NONAME_1094
0881: set_player 0 able_to_shoot_weapons 1
07CC: set_player 0 can_enter_exit_vehicles 1
0A51: is_widget_pressed 18
082A: set_player 0 able_to_use_crouch_button 1
0992: set_player 0 weapons_scrollable 1
01B4: set_player $PLAYER_CHAR can_move 0 = False
01B4: set_player $PLAYER_CHAR can_move 1 = True
06AF: set_player $PLAYER_CHAR sprint_mode 0 = False
0615: define_AS_pack_begin 4@
0605: actor -1 perform_animation "NULL" IFP "NULL" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1
0616: define_AS_pack_end 4@
0618: assign_actor 0@ to_AS_pack 4@
061B: remove_references_to_AS_pack 4@
0465: remove_actor 0@ from_turret_mode
wait 0
0687: clear_actor 0@ task
0792: disembark_instantly_actor 0@
6@ = 0
if
03CA: object 5@ exists
else_jump @NONAME_1243
0108: destroy_object 5@

:NONAME_1243
jump @NONAME_65

:NONAME_1250
0A8D: 2@ = read_memory 12010640 size 4 virtual_protect 0
2@ += 4
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
3@ = 0

:NONAME_1290
if
35584 >= 3@
else_jump @NONAME_1485
0A8D: 1@ = read_memory 2@ size 1 virtual_protect 0
2@ += 1
if and
1@ >= 0
128 > 1@
else_jump @NONAME_1470
005A: 1@ += 3@ // (int)
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.5 0.0
if
00FE: actor 1@ sphere 1 in_sphere 7@ 8@ 9@ radius 2.0 2.0 2.0
else_jump @NONAME_1470
if and
803B: not 0@ == 1@ // (int)
80DF: not actor $PLAYER_ACTOR driving 1@
0184: actor 1@ health >= 0
else_jump @NONAME_1470
0051: return _true
return

:NONAME_1470
3@ += 256
jump @NONAME_1290

:NONAME_1485
0051: return_false
return

:NONAME_1489
0@ = 0
068E: get_camera_target_point_to 4@ 6@ 8@
068D: get_camera_position_to 5@ 7@ 9@
0063: 4@ -= 5@ // (float)
0063: 6@ -= 7@ // (float)
0063: 8@ -= 9@ // (float)
0494: get_joystick 0 direction_offset_to 1@ 2@ 3@ 3@
if
-10 > 2@
else_jump @NONAME_1603
4@ *= 15.5
6@ *= 15.5
jump @NONAME_1623

:NONAME_1603
4@ *= 5.5
6@ *= 5.5

:NONAME_1623
8@ *= 2.5
0575: set_actor 0@ 5@ 7@ 9@ keep_position 1
005B: 5@ += 4@ // (float)
005B: 7@ += 6@ // (float)
005B: 9@ += 8@ // (float)
062E: get_actor 3 5@ task 7@ status_store_to 9@ // ret 7 if not found
004E: end_thread

New Gravity Gun for Android
modding mj | 20.08.2020 | 3137

Nobitahoji
"Pickpocket"
Pickpocket
Comments: 14
20.08.2020

@Dicoby_85 yes upload my friend

New Gravity Gun for Android
modding mj | 20.08.2020 | 3137

Nobitahoji
"Pickpocket"
Pickpocket
Comments: 14
20.08.2020

@Dicoby_85 Bro ther I'm modifie this celo sprite Use to very easy and fix some bug fix contoral

Ride on Pedestrians
nadalao | 16.08.2020 | 11560

Nobitahoji
"Pickpocket"
Pickpocket
Comments: 14
16.08.2020

Please convert for Android I'm so requst me brother please

Trabant + Horse for mobile
Bardash_Yankee, SerbianMods | 02.08.2020 | 1198

Nobitahoji
"Pickpocket"
Pickpocket
Comments: 14
02.08.2020

You can make animeted hores cart