как определить в какую часть тела я попал?Тут я, к сожалению, не силен, но...
для определения из какого оружия и кто именно попал я использую оффсеты 0x598 и 0x59C из CPed
возможно ли сделать так: что когда в тебя (игрока) стреляет актёр и попадает в голову, то у нашего героя взрывалась бы голова и он сразу умирал как актёры когда им попадаешь в голову?Да (https://gtaforums.com/topic/899499-vice-city-gore-level-effect-asi/), но автор не опубликовал сурсы. Если поделится и разрешит - опубликуй тут, пожалуйста.
{$CLEO}
0000: GLIII
REPEAT
wait 250
UNTIL 0256: player $PLAYER_CHAR defined
gosub @GoreLevel
// standardCrosshairAimFix
05DF: 0x6FAE98 4 0.4499999881 1 // Y pos------------------------------------------------------------> 0.400000006
05DF: 0x6FAE94 4 0.5 1 // X pos------------------------------------------------------------> 0.5299999714
6@ = 0x885B90
WHILE TRUE
wait 0
gosub @WeaponIndex
IF OR
1@ == 0xAD // #COLT45
1@ == 0xB2 // #UZI
THEN
05E0: 1@ = read_memory 0x4EAE30 size 4 virtual_protect 0
IF 1@ <> 0x90909090
THEN
05DF: write_memory 0x4EAE30 size 4 value 0x90909090 virtual_protect 1 // componentVisibility
05DF: write_memory 0x4EAE34 size 1 value 0x90 virtual_protect 1
05DF: write_memory 0x4EB075 size 2 value 0x9090 virtual_protect 1 // componentVisibility
END
ELSE
05E0: 1@ = read_memory 0x4EAE30 size 4 virtual_protect 0
IF 1@ == 0x90909090
THEN
05DF: write_memory 0x4EAE30 size 4 value 0x0B750BE8 virtual_protect 1 // componentVisibility
05DF: write_memory 0x4EAE34 size 1 value 0x00 virtual_protect 1
05DF: write_memory 0x4EB075 size 2 value 0x0A72 virtual_protect 1 // componentVisibility
END
gosub @WeaponIndex
IF 1@ == 0xB4 // #M16
THEN
05E0: 1@ = read_memory 0x4EA7EC size 1 virtual_protect 0
IF 1@ <> 0x19
THEN
// M16 deathAnimIDs
05DF: write_memory 0x4EA7EC size 1 value 0x19 virtual_protect 1 // headshot---------------------------------------------------------> 0x11
05DF: write_memory 0x4EA81B size 1 value 0x12 virtual_protect 1 // stomack----------------------------------------------------------> 0x12
05DF: write_memory 0x4EA82C size 1 value 0x1A virtual_protect 1 // LeftArm----------------------------------------------------------> 0x13
05DF: write_memory 0x4EA849 size 1 value 0x18 virtual_protect 1 // RightArm---------------------------------------------------------> 0x14
05DF: write_memory 0x4EA866 size 1 value 0x1B virtual_protect 1 // LeftLeg----------------------------------------------------------> 0x15
05DF: write_memory 0x4EA883 size 1 value 0x1B virtual_protect 1 // RightLeg---------------------------------------------------------> 0x16
05DF: write_memory 0x4EA876 size 4 value 0x90909090 virtual_protect 1 // LeftLeg jumpTo RightLeg------------------------------------------> 0x0380E9
05DF: write_memory 0x4EA87A size 1 value 0x90 virtual_protect 1 // -----------------------------------------------------------------> 0x00
05DF: write_memory 0x5F9E80 size 4 value 0x4EA85E virtual_protect 1 // LeftLegToRightLegSwitch------------------------------------------> 0x7B
END
IF 4@ <> 240.0
THEN
0006: 3@ = 0
0007: 4@ = 240.0
gosub @setNewCrosshair
05DF: write_memory 0x4F1F74 size 1 value 6 virtual_protect 1 // instantHit
END
ELSE
IF 4@ <> 210.0
THEN
0006: 3@ = 255
0007: 4@ = 210.0
gosub @setNewCrosshair
END
05E0: 1@ = read_memory 0x4EA7EC size 1 virtual_protect 0
IF 1@ <> 0x11
THEN
// M16 deathAnimIDs
05DF: write_memory 0x4EA7EC size 1 value 0x11 virtual_protect 1 // headshot---------------------------------------------------------> 0x11
05DF: write_memory 0x4EA81B size 1 value 0x12 virtual_protect 1 // stomack----------------------------------------------------------> 0x12
05DF: write_memory 0x4EA82C size 1 value 0x13 virtual_protect 1 // LeftArm----------------------------------------------------------> 0x13
05DF: write_memory 0x4EA849 size 1 value 0x14 virtual_protect 1 // RightArm---------------------------------------------------------> 0x14
05DF: write_memory 0x4EA866 size 1 value 0x15 virtual_protect 1 // LeftLeg----------------------------------------------------------> 0x15
05DF: write_memory 0x4EA883 size 1 value 0x16 virtual_protect 1 // RightLeg---------------------------------------------------------> 0x16
05DF: write_memory 0x4EA876 size 4 value 0x0380E9 virtual_protect 1 // LeftLeg jumpTo RightLeg------------------------------------------> 0x0380E9
05DF: write_memory 0x4EA87A size 1 value 0x00 virtual_protect 1 // -----------------------------------------------------------------> 0x00
05DF: write_memory 0x5F9E80 size 4 value 0x4EA87B virtual_protect 1 // LeftLegToRightLegSwitch------------------------------------------> 0x7B
END
END
END
// crosshair
05E0: 0@ = read_memory 0x8472A1 size 1 virtual_protect 0 // RMB
IF 0@ <> 0
THEN
gosub @WeaponIndex
IF 1@ == 0xB4 // #M16
THEN
gosub @CurrentStatus
IF
5@ <> 7
THEN
05DF: write_memory 0x48E18D size 1 value 6 virtual_protect 1 // sniperBacgroundActivated
05DF: write_memory 0x4F0149 size 1 value 6 virtual_protect 1
0157: camera_on_player $PLAYER_CHAR 7 2
0006: 5@ = 7
END
END
ELSE
05E0: 0@ = read_memory 0x48E18D size 1 virtual_protect 0
IF 0@ <> 7
THEN
05DF: write_memory 0x48E18D size 1 value 7 virtual_protect 1
05DF: write_memory 0x4F0149 size 1 value 6 virtual_protect 1
// 05DF: write_memory 0x4F1F74 size 1 value 6 virtual_protect 1
IF 82E9: NOT cutscene_reached_end
THEN
015A: restore_camera
END
0006: 5@ = 1
END
END
gosub @WeaponIndex
IF OR
1@ == 0xAA // #GRENADE
1@ == 0xAF // #ROCKET
THEN
05E0: 1@ = read_memory 0x4C476C size 1 virtual_protect 0
IF 1@ <> 0x4E
THEN
05DF: write_memory 0x43E298 size 1 value 0x4E virtual_protect 1
05DF: write_memory 0x4D38A0 size 1 value 0x4E virtual_protect 1
05DF: write_memory 0x4C476C size 4 value 35.0 virtual_protect 1 // CPed.physical.fMass, 70.0
05DF: write_memory 0x4C477A size 4 value 35.0 virtual_protect 1 // CPed.physical.fTurnMass, 100.0
05DF: write_memory 0x4C47A0 size 4 value 0.00625 virtual_protect 1 // CPed.physical.Elasticy, 0.050000001
END
ELSE
05E0: 1@ = read_memory 0x4D38A0 size 1 virtual_protect 0
IF 1@ <> 0x30
THEN
05DF: write_memory 0x43E298 size 1 value 0x30 virtual_protect 1
05DF: write_memory 0x4D38A0 size 1 value 0x30 virtual_protect 1
05DF: write_memory 0x4C476C size 4 value 70.0 virtual_protect 1 // CPed.physical.fMass, 70.0
05DF: write_memory 0x4C477A size 4 value 100.0 virtual_protect 1 // CPed.physical.fTurnMass, 100.0
05DF: write_memory 0x4C47A0 size 4 value 0.050000001 virtual_protect 1 // CPed.physical.Elasticy, 0.050000001
END
END
05E6: 0@ = actor $PLAYER_ACTOR struct
0@ += 0x4F2 // componentID
05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
IF 1@ <> 0xFF // componentLost?
THEN
05DF: write_memory 0x4D38A0 size 1 value 0x30 virtual_protect 1
05E6: 0@ = actor $PLAYER_ACTOR struct
0@ += 0x224 //
05E0: 1@ = read_memory 0@ size 1 virtual_protect 1
IF 1@ <> 0x31
THEN
05DF: write_memory 0@ size 1 value 0x31 virtual_protect 1
END
05E0: 1@ = read_memory 0x5F6AA0 size 4 virtual_protect 1
IF 1@ <> 0x31303038
THEN
05DF: write_memory 0x5F6AA0 size 4 value 0x31303038 virtual_protect 1 // wasted GXT ID
// fadeIn
05DF: write_memory 0x4214AB size 1 value 0x80 virtual_protect 1 // R
05DF: write_memory 0x4214A6 size 1 value 0x20 virtual_protect 1 // G
05DF: write_memory 0x4214A1 size 1 value 0x20 virtual_protect 1 // B
// fadeOut
05DF: write_memory 0x421649 size 1 value 0x80 virtual_protect 1 // R
05DF: write_memory 0x421644 size 1 value 0x20 virtual_protect 1 // G
05DF: write_memory 0x42163F size 1 value 0x20 virtual_protect 1 // B
END
ELSE
05DF: write_memory 0x5F6AA0 size 4 value 0x44414544 virtual_protect 1 // wasted GXT ID
// fadeIn
05DF: write_memory 0x4214AB size 1 value 0xC8 virtual_protect 1 // R
05DF: write_memory 0x4214A6 size 1 value 0xC8 virtual_protect 1 // G
05DF: write_memory 0x4214A1 size 1 value 0xC8 virtual_protect 1 // B
// fadeOut
05DF: write_memory 0x421649 size 1 value 0xC8 virtual_protect 1 // R
05DF: write_memory 0x421644 size 1 value 0xC8 virtual_protect 1 // G
05DF: write_memory 0x42163F size 1 value 0xC8 virtual_protect 1 // B
END
IF 0117: player $PLAYER_CHAR wasted
THEN
05E0: 1@ = read_memory 0x4214C8 size 2 virtual_protect 0 // fadeTime
wait 1@
0054: store_player $PLAYER_CHAR position_to 12@ 13@ 14@
000F: 14@ -= 1.0
009B: destroy_actor_instantly $PLAYER_ACTOR
0053: $PLAYER_CHAR = create_player #NULL at 12@ 13@ 14@
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
05E6: 0@ = actor $PLAYER_ACTOR struct
0@ += 0x4F2
05DF: write_memory 0@ size 1 value 0xFF virtual_protect 0
05E6: 0@ = actor $PLAYER_ACTOR struct
0@ += 0xC0
05DF: write_memory 0@ size 4 value 70.0 virtual_protect 0
0@ += 0x04 // 0xC4
05DF: write_memory 0@ size 4 value 100.0 virtual_protect 0
0@ += 0x0C // 0xD0
05DF: write_memory 0@ size 4 value 0.050000001 virtual_protect 0
// 0222: set_player $PLAYER_CHAR health_to 3@
ELSE
// 0ADC: test_cheat 'ENABLEGORE'
// 0ADC: test_cheat 'DISABLEGORE'
05E0: 0@ = read_memory 6@ size 4 virtual_protect 0
6@ += 0x04
05E0: 1@ = read_memory 6@ size 4 virtual_protect 0
6@ -= 0x04
IF AND
0@ == 0x474F5245 // GORE
1@ == 0x41424C45 // ABLE
THEN
6@ += 0x08
05E0: 0@ = read_memory 6@ size 2 virtual_protect 0
6@ += 0x02
05E0: 1@ = read_memory 6@ size 1 virtual_protect 0
6@ -= 0x0A
IF AND
0@ == 0x4953 // IS
1@ == 0x44 // D
THEN
IF 0351: gore_enabled
THEN
03E5: text_box 'CHEAT1'
gosub @DisableGore
END
ELSE
6@ += 0x08
05E0: 0@ = read_memory 6@ size 2 virtual_protect 0
6@ -= 0x08
IF 0@ == 0x454E // EN
THEN
IF 8351: NOT gore_enabled
THEN
03E5: text_box 'GORLEV'
gosub @GoreLevel //
END
END
END
END
END
END
:GoreLevel
05DF: write_memory 0x5FE408 size 4 value -100.0 virtual_protect 1
// ADDRESS [DESCRIPTION] [DEFAULT]
05DF: 0x5F4DD4 4 1 1 // nastyGame--------------------------------------------------------> 0x00
05DF: 0x4A1310 1 1 1 // wasted Style-----------------------------------------------------> 0x02
05DF: 0x4D39F9 2 0x9090 1 // Player DropsWeaponsAfterDeath------------------------------------> 0x0E74
05DF: 0x42148E 2 0x1200 1 // wastedFadeIn-----------------------------------------------------> 0x800
05DF: 0x421495 2 0x1200 1 // wastedFadeOut----------------------------------------------------> 0x800
05DF: 0x4214C8 2 0x1500 1 // wastedFadeTotal--------------------------------------------------> 0x1000
// meny seetings
05DF: 0x47A983 4 0x90909090 1 // -----------------------------------------------------------------> 0x9B850F
05DF: 0x47A987 2 0x9090 1 // -----------------------------------------------------------------> 0x00
// NOP jump to loc_4EA99F [Player recieves the same type of damage as an NPC]
05DF: 0x4EA4FF 2 0x9090 1 // -----------------------------------------------------------------> 0x0F74
05DF: 0x4EA739 2 0x9090 1 // -----------------------------------------------------------------> 0x0C75
05DF: 0x4EA8D7 4 0x90909090 1 // -----------------------------------------------------------------> 0xC2840F
05DF: 0x4EA8DB 2 0x9090 1 // -----------------------------------------------------------------> 0x00
05DF: 0x4EA8E6 4 0x90909090 1 // -----------------------------------------------------------------> 0xB3850F
05DF: 0x4EA8EA 2 0x9090 1 // -----------------------------------------------------------------> 0x00
05DF: 0x4EA8F3 4 0x90909090 1 // -----------------------------------------------------------------> 0xA6850F
05DF: 0x4EA8F7 2 0x9090 1 // -----------------------------------------------------------------> 0x00
05DF: 0x4EA916 4 0x90909090 1 // -----------------------------------------------------------------> 0x83850F
05DF: 0x4EA91A 2 0x9090 1 // -----------------------------------------------------------------> 0x00
// Particles
// 05DF: 0xAFE80000 4 0.0 1 // bloodBrightnessFromBulletHit(crashes)----------------------------> 0xAFE80000
// 05DF: 0x5FE46C 4 50.0 1 // bloodSplash------------------------------------------------------> -50.0
05DF: 0x4CFE57 1 0x12 1 // bleedSpeed-------------------------------------------------------> 0x12
05DF: 0x4CFE3E 4 0x02A7840F 1 // constant bleed from fatal wounds---------------------------------> 0x02A7840F
05DF: 0x4CFE42 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
05DF: 0x55FE07 4 0x06EF840F 1 // enablesBlood while nastyGame is set to 0------------------------> 0x06EF840F
05DF: 0x55FE0B 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
05DF: 0x55FED8 1 0x7D 1 // bloodDensity-----------------------------------------------------> 0x08
05DF: 0x603108 4 0.2 1 // how far will blood fall + spread speed---------------------------> 0.00999999978
05DF: 0x603060 4 0.012 1 // sizeOfBlood&BulletImpact-----------------------------------------> 0.0
05DF: 0x6E98C8 4 2.5 1 // bloodSpread------------------------------------------------------> -1.0
05DF: 0x560210 1 0x7D 1 // bulletDensity----------------------------------------------------> 0x10
05DF: 0x603070 4 0.5 1 // shotgunBlastSparkSize--------------------------------------------> 0.200000003
05DF: 0x603074 4 4.0 1 // shotgunPushPedForce, wideness of bullet spread, distance shot----> 1.0
// new weapon effect
05DF: 0x5F9EC0 4 0x4EA605 1 // pistol effect----------------------------------------------------> 0x4EA719
05DF: 0x5F9EC4 4 0x4EA7D0 1 // uzi effect [M16 style]-------------------------------------------> 0x4EA719
05DF: 0x5F9EC8 4 0x4EA9EC 1 // shotgun effect---------------------------------------------------> 0x4EA719
05DF: 0x5F9ECC 4 0x4EA7D0 1 // AK47 effect [M16 style]------------------------------------------> 0x4EA719
// 05DF: 0x5F9ED0 4 0x4EA8D0 1 // M16 effect [explosion style]-------------------------------------> 0x4EA719
05DF: 0x5F9ED4 4 0x4EACF3 1 // sniper effect [instant death by a single shot]-------------------> 0x4EA719
05DF: 0x5F9EDC 4 0x4EA815 1 // flame thrower effect [stomack anim]------------------------------> 0x4EA898
// 05DF: 0x4D38A0 1 0x4E 1 // explosion effects dead bodies------------------------------------> 0x30
// 05DF: 0x43E298 1 0x4E 1 // opcode_0118_(actor dead?)----------------------------------------> 0x30
05DF: 0x4EAF26 2 0x9090 1 // spawnsHeadComponent----------------------------------------------> 0x1074
return
:DisableGore
// ADDRESS [DESCRIPTION] [DEFAULT]
05DF: write_memory 0x5FE408 size 4 value 100.0 virtual_protect 1
05DF: 0x5F4DD4 4 0 1 // nastyGame--------------------------------------------------------> 0x00
05DF: 0x4A1310 1 0x02 1 // wasted Style-----------------------------------------------------> 0x02
05DF: 0x4D39F9 2 0x0E74 1 // Player DropsWeaponsAfterDeath------------------------------------> 0x0E74
05DF: 0x42148E 2 0x800 1 // wastedFadeIn-----------------------------------------------------> 0x800
05DF: 0x421495 2 0x800 1 // wastedFadeOut----------------------------------------------------> 0x800
05DF: 0x4214C8 2 0x1000 1 // wastedFadeTotal--------------------------------------------------> 0x1000
// meny seetings
05DF: 0x47A983 4 0x9B850F 1 // -----------------------------------------------------------------> 0x9B850F
05DF: 0x47A987 2 0x00 1 // -----------------------------------------------------------------> 0x00
// NOP jump to loc_4EA99F [Player recieves the same type of damage as an NPC]
05DF: 0x4EA4FF 2 0x0F74 1 // -----------------------------------------------------------------> 0x0F74
05DF: 0x4EA739 2 0x0C75 1 // -----------------------------------------------------------------> 0x0C75
05DF: 0x4EA8D7 4 0xC2840F 1 // -----------------------------------------------------------------> 0xC2840F
05DF: 0x4EA8DB 2 0x00 1 // -----------------------------------------------------------------> 0x00
05DF: 0x4EA8E6 4 0xB3850F 1 // -----------------------------------------------------------------> 0xB3850F
05DF: 0x4EA8EA 2 0x00 1 // -----------------------------------------------------------------> 0x00
05DF: 0x4EA8F3 4 0xA6850F 1 // -----------------------------------------------------------------> 0xA6850F
05DF: 0x4EA8F7 2 0x00 1 // -----------------------------------------------------------------> 0x00
05DF: 0x4EA916 4 0x83850F 1 // -----------------------------------------------------------------> 0x83850F
05DF: 0x4EA91A 2 0x00 1 // -----------------------------------------------------------------> 0x00
// Particles
// 05DF: 0x4EA91A 4 0xAFE80000 1 // bloodBrightnessFromBulletHit(crashes)----------------------------> 0xAFE80000
// 05DF: 0x5FE46C 4 -50.0 1 // bloodSplash------------------------------------------------------> -50.0
05DF: 0x4CFE57 1 0x12 1 // bleedSpeed-------------------------------------------------------> 0x12
05DF: 0x4CFE3E 4 0x02A7840F 1 // constant bleed from fatal wounds---------------------------------> 0x02A7840F
05DF: 0x4CFE42 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
05DF: 0x55FE07 4 0x06EF840F 1 // enablesBlood while nastyGame is set to 0------------------------> 0x06EF840F
05DF: 0x55FE0B 2 0x0000 1 // -II-------------------------------------------------------------> 0x0000
05DF: 0x55FED8 1 0x08 1 // bloodDensity-----------------------------------------------------> 0x08
05DF: 0x603108 4 0.00999999978 1 // how far will blood fall + spread speed---------------------------> 0.00999999978
05DF: 0x603060 4 0.0 1 // sizeOfBlood&BulletImpact-----------------------------------------> 0.0
05DF: 0x6E98C8 4 -1.0 1 // bloodSpread------------------------------------------------------> -1.0
05DF: 0x560210 1 0x10 1 // bulletDensity----------------------------------------------------> 0x10
05DF: 0x603070 4 0.200000003 1 // shotgunBlastSparkSize--------------------------------------------> 0.200000003
05DF: 0x603074 4 1.0 1 // shotgunPushPedForce, wideness of bullet spread, distance shot----> 1.0
// new weapon effect
// 05DF: 0x5F9EC0 4 0x4EA719 1 // pistol effect----------------------------------------------------> 0x4EA719
// 05DF: 0x5F9EC4 4 0x4EA719 1 // uzi effect [M16 style]-------------------------------------------> 0x4EA719
// 05DF: 0x5F9EC8 4 0x4EA719 1 // shotgun effect---------------------------------------------------> 0x4EA719
// 05DF: 0x5F9ECC 4 0x4EA719 1 // AK47 effect [M16 style]------------------------------------------> 0x4EA719
// 05DF: 0x5F9ED0 4 0x4EA719 1 // M16 effect [explosion style]-------------------------------------> 0x4EA719
// 05DF: 0x5F9ED4 4 0x4EA719 1 // sniper effect [instant death by a single shot]-------------------> 0x4EA719
// 05DF: 0x5F9EDC 4 0x4EA898 1 // flame thrower effect [stomack anim]------------------------------> 0x4EA898
// 05DF: 0x4D38A0 1 0x30 1 // explosion effects dead bodies------------------------------------> 0x30
// 05DF: 0x43E298 1 0x30 1 // opcode_0118_(actor dead?)----------------------------------------> 0x30
05DF: 0x4EAF26 2 0x1074 1 // spawnsHeadComponent----------------------------------------------> 0x1074
return
:setNewCrosshair
// RGBA
// ULC
05DF: write_memory 0x505AB7 size 1 value 3@ virtual_protect 1
05DF: write_memory 0x505AB2 size 1 value 3@ virtual_protect 1
05DF: write_memory 0x505AAD size 1 value 3@ virtual_protect 1
// URC
05DF: write_memory 0x505BA6 size 1 value 3@ virtual_protect 1
05DF: write_memory 0x505BA1 size 1 value 3@ virtual_protect 1
05DF: write_memory 0x505B9C size 1 value 3@ virtual_protect 1
// LLC
05DF: write_memory 0x505C8E size 1 value 3@ virtual_protect 1
05DF: write_memory 0x505C89 size 1 value 3@ virtual_protect 1
05DF: write_memory 0x505C84 size 1 value 3@ virtual_protect 1
// LRC
05DF: write_memory 0x505D6C size 1 value 3@ virtual_protect 1
05DF: write_memory 0x505D71 size 1 value 3@ virtual_protect 1
05DF: write_memory 0x505D76 size 1 value 3@ virtual_protect 1
// shape
05DF: write_memory 0x5FDB78 size 4 value 4@ virtual_protect 1
return
:WeaponIndex
05E6: 0@ = actor $PLAYER_ACTOR struct
0@ += 0x4C0 // currentWeaponModelIndex
05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
return
:CurrentStatus
05E6: 0@ = actor $PLAYER_ACTOR struct
0@ += 0x224 // CurrentStatus
05E0: 1@ = read_memory 0@ size 1 virtual_protect 0
return
но базы под gta3 у меня нет
Цитироватьно базы под gta3 у меня нет
[url]http://public.sannybuilder.com/gtasa_exe_idb/gta_3/[/url] ([url]http://public.sannybuilder.com/gtasa_exe_idb/gta_3/[/url])
// NOP jump to loc_4EA99F [Player recieves the same type of damage as an NPC] // GTA 3 // GTA VC
05DF: 0x4EA4FF 2 0x9090 1 // -----------------------------------------------------------------> 0x0F74 // .text:004EA4FF jz short loc_4EA510 // .text:00525CBB 74 13 jz short loc_525CD0
05DF: 0x4EA739 2 0x9090 1 // -----------------------------------------------------------------> 0x0C75 // .text:004EA739 jnz short loc_4EA747 // .text:00525CEA 75 28 jnz short loc_525D14
05DF: 0x4EA8D7 4 0x90909090 1 // -----------------------------------------------------------------> 0xC2840F // .text:0052631B 0F 84 C2 00 00 00 jz loc_5263E3
05DF: 0x4EA8DB 2 0x9090 1 // -----------------------------------------------------------------> 0x00 // .text:0052631B 0F 84 C2 00 00 00 jz loc_5263E3
05DF: 0x4EA8E6 4 0x90909090 1 // -----------------------------------------------------------------> 0xB3850F // .text:0052632A 0F 85 B3 00 00 00 jnz loc_5263E3
05DF: 0x4EA8EA 2 0x9090 1 // -----------------------------------------------------------------> 0x00
05DF: 0x4EA8F3 4 0x90909090 1 // -----------------------------------------------------------------> 0xA6850F // .text:00526337 0F 85 A6 00 00 00 jnz loc_5263E3
05DF: 0x4EA8F7 2 0x9090 1 // -----------------------------------------------------------------> 0x00
05DF: 0x4EA916 4 0x90909090 1 // -----------------------------------------------------------------> 0x83850F // .text:0052635A 0F 85 83 00 00 00 jnz loc_5263E3
05DF: 0x4EA91A 2 0x9090 1 // -----------------------------------------------------------------> 0x00