0A97: 0@ = car $player_car struct
0@ += 0x48A
0A8D: 0@ = readMem 0@ sz 1 vp 0
+0x48A = [BYTE] Number of available NOS in the vehicle
1~10 Have Available NOS
0 No Have Available NOS
http://www.gtamodding.com/?title=Memory_Addresses_%28SA%29
springfield link said:Code:0A97: 0@ = car $player_car struct 0@ += 0x48A 0A8D: 0@ = readMem 0@ sz 1 vp 0
Code:+0x48A = [BYTE] Number of available NOS in the vehicle 1~10 Have Available NOS 0 No Have Available NOS http://www.gtamodding.com/?title=Memory_Addresses_%28SA%29
:CURRENT_NOS
wait 0
if
Actor.Driving($PLAYER_ACTOR)
jf @CURRENT_NOS
1@ = Actor.CurrentCar($PLAYER_ACTOR)
if and
8118: not actor $PLAYER_ACTOR dead
02CB: actor $PLAYER_ACTOR bounding_sphere_visible
jf @CURRENT_NOS
0A97: 0@ = car 1@ struct
0@ += 0x48A
0A8D: 0@ = readMem 0@ sz 1 vp 0
0093: 0@ = integer 0@ to_float
0AB1: call_scm_func @drawBar_white 6 coords_X 24.437034 coords_Y 422.083190 value 0@ size X 40.0 Y 4.0 thickness 2.5
jump @CURRENT_NOS
+0x8A4 = [float] Nitro Count
1.0 Nitro filled (in case of number of NOS is equal to 0 it'll mean Empty)
-1.0 Nitro discharged
0A97: 0@ = car 1@ struct
0@ += 0x8A4
0A8D: 6@ = readMem 0@ sz 1 vp 0
0AB1: call_scm_func @drawBar_white 6 coords_X 24.437034 coords_Y 422.083190 value 6@ size X 40.0 Y 4.0 thickness 2.5
it weirds somehow ._.springfield link said:Change sz 1 with sz 4.