CLEO SkinAimbot

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SkinAimbot

Описание: Данный SkinAimbot хорошо работает при +C, Отводах и Слайдах. Работает со снайперской винтовкой. Не стреляет за спины (180*).

Требование:
CLEO 4+

Активация / Деактивация: F10 & F12

Автор:
springfield

По умолчанию стоит активация на F12, многим не удобно активировать на F12. Я добавил этот же скрипт с активацией на F10.

CLEO:
{$CLEO .cs}

0000: NOP
0001: wait 2000 ms
03A4: name_thread "$SPRINGFIELD_UGBASE"
03F0: enable_text_draw 1
0006: 31@ = 0

//Lab-41
0001: wait 0 ms
00D6: if
0AB0:   key_pressed 121
004D: jump_if_false {Lab}-160
00D6: if
0039:   31@ == 0
004D: jump_if_false {Lab}-122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
0006: 31@ = 1
0001: wait 200 ms
0002: jump {Lab}-160

//Lab-122
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
0006: 31@ = 0
0001: wait 200 ms

//Lab-160
00D6: if
0039:   31@ == 1
004D: jump_if_false {Lab}-273
00D6: if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
004D: jump_if_false {Lab}-224
0AB1: call_scm_func {Lab}-280 1 2@
0002: jump {Lab}-273

//Lab-224
00D6: if and
02D8:   actor $PLAYER_ACTOR current_weapon == 34
0AB1: call_scm_func {Lab}-1963 1 150.0 2@
004D: jump_if_false {Lab}-273
0AB1: call_scm_func {Lab}-280 1 2@

//Lab-273
0002: jump {Lab}-41

//Lab-280
0085: 2@ = 0@ // (int)
00D6: if and
056D:   actor 2@ defined
00E1:   player 0 pressed_key 6
004D: jump_if_false {Lab}-585
00D6: if and
8118:   not actor 2@ dead
02CB:   actor 2@ bounding_sphere_visible
004D: jump_if_false {Lab}-585
0A96: 6@ = actor 2@ struct
000A: 6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
000A: 6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
000A: 6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
00A0: store_actor 2@ position_to 6@ 7@ 8@
0006: 10@ = 5
0006: 11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
0007: 12@ = 17.0
0017: 12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
00D6: if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
004D: jump_if_false {Lab}-563
0AB1: call_scm_func {Lab}-590 1 2@

//Lab-563
0AB1: call_scm_func {Lab}-968 4 2@ 6@ 7@ 8@

//Lab-585
0AB2: ret 0

//Lab-590
0007: 31@ = 6.0
0006: 29@ = 255
0006: 28@ = 55
0007: 27@ = 1.0
00D6: if
0021:   31@ > 8.0
004D: jump_if_false {Lab}-653
0006: 30@ = 1

//Lab-653
00D6: if
8031:   not  31@ >= 6.0
004D: jump_if_false {Lab}-681
0006: 30@ = 0

//Lab-681
00D6: if
0039:   30@ == 0
004D: jump_if_false {Lab}-709
000B: 31@ += 0.05

//Lab-709
00D6: if
0039:   30@ == 1
004D: jump_if_false {Lab}-737
000F: 31@ -= 0.05

//Lab-737
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func {Lab}-2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0

//Lab-968
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
00D6: if
0AB1: call_scm_func {Lab}-1863 0 16@
004D: jump_if_false {Lab}-1302
00D6: if
0AB1: call_scm_func {Lab}-1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
004D: jump_if_false {Lab}-1302
00D6: if
0AB1: call_scm_func {Lab}-1307 6 4@ 5@ 6@ 7@ 8@ 9@
004D: jump_if_false {Lab}-1302
000B: 15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

//Lab-1302
0AB2: ret 0

//Lab-1307
00D6: if
06BD:   no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
004D: jump_if_false {Lab}-1357
0485:   return_true
0002: jump {Lab}-1359

//Lab-1357
059A:   return_false

//Lab-1359
0AB2: ret 0

//Lab-1364
00D6: if
0039:   6@ == 5
004D: jump_if_false {Lab}-1429
0007: 7@ = 0.011
0007: 8@ = 0.011
0007: 9@ = 1.5595
0007: 10@ = 1.582
0002: jump {Lab}-1599

//Lab-1429
00D6: if
0039:   6@ == 6
004D: jump_if_false {Lab}-1559
00D6: if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
004D: jump_if_false {Lab}-1512
0007: 7@ = 0.039
0007: 8@ = 0.039
0007: 9@ = 1.532
0007: 10@ = 1.61
0002: jump {Lab}-1552

//Lab-1512
0007: 7@ = 0.02
0007: 8@ = 0.02
0007: 9@ = 1.5507
0007: 10@ = 1.5907

//Lab-1552
0002: jump {Lab}-1599

//Lab-1559
0007: 7@ = -0.003
0007: 8@ = -0.003
0007: 9@ = 1.572
0007: 10@ = 1.568

//Lab-1599
00D6: if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
004D: jump_if_false {Lab}-1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

//Lab-1642
00D6: if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
004D: jump_if_false {Lab}-1695
0013: 5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

//Lab-1695
00D6: if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
004D: jump_if_false {Lab}-1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

//Lab-1738
00D6: if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
004D: jump_if_false {Lab}-1791
0013: 4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

//Lab-1791
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
00D6: if and
8031:   not  11@ >= 0.18
0021:   11@ > -0.18
004D: jump_if_false {Lab}-1853
0485:   return_true
0002: jump {Lab}-1855

//Lab-1853
059A:   return_false

//Lab-1855
0AB2: ret 1 15@

//Lab-1863
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
00D6: if or
0039:   1@ == 2
0039:   1@ == 3
0039:   1@ == 4
0039:   1@ == 5
0039:   1@ == 6
0039:   1@ == 7
004D: jump_if_false {Lab}-1953
0485:   return_true
0002: jump {Lab}-1955

//Lab-1953
059A:   return_false

//Lab-1955
0AB2: ret 1 1@

//Lab-1963
0007: 28@ = 0.0

//Lab-1973
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0

//Lab-2013
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029:   31@ >= 0
001B:   128 > 31@
004D: jump_if_false {Lab}-2299
005A: 31@ += 30@ // (int)
00D6: if
056D:   actor 31@ defined
004D: jump_if_false {Lab}-2299
00D6: if
803C:   not  $PLAYER_ACTOR == 31@ // (int)
004D: jump_if_false {Lab}-2299
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
00D6: if and
06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
80DF:   not actor 31@ driving
8118:   not actor 31@ dead
02CB:   actor 31@ bounding_sphere_visible
004D: jump_if_false {Lab}-2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func {Lab}-2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
00D6: if
0035:   28@ >= 15@ // (float)
004D: jump_if_false {Lab}-2299
0AB2: ret 1 31@

//Lab-2299
000A: 30@ += 256
0019:   30@ > 35584
004D: jump_if_false {Lab}-2013
000B: 28@ += 8.0
001D:   28@ > 0@ // (int)
004D: jump_if_false {Lab}-1973
0AB2: ret 1 -1

//Lab-2356
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@
CLEO:
{$CLEO .cs}

0000: NOP
0001: wait 2000 ms
03A4: name_thread "$SPRINGFIELD_UGBASE"
03F0: enable_text_draw 1
0006: 31@ = 0

//Lab-41
0001: wait 0 ms
00D6: if
0AB0:   key_pressed 123
004D: jump_if_false {Lab}-160
00D6: if
0039:   31@ == 0
004D: jump_if_false {Lab}-122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
0006: 31@ = 1
0001: wait 200 ms
0002: jump {Lab}-160

//Lab-122
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
0006: 31@ = 0
0001: wait 200 ms

//Lab-160
00D6: if
0039:   31@ == 1
004D: jump_if_false {Lab}-273
00D6: if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor //IF and SET
82D8:   not actor $PLAYER_ACTOR current_weapon == 34
004D: jump_if_false {Lab}-224
0AB1: call_scm_func {Lab}-280 1 2@
0002: jump {Lab}-273

//Lab-224
00D6: if and
02D8:   actor $PLAYER_ACTOR current_weapon == 34
0AB1: call_scm_func {Lab}-1963 1 150.0 2@
004D: jump_if_false {Lab}-273
0AB1: call_scm_func {Lab}-280 1 2@

//Lab-273
0002: jump {Lab}-41

//Lab-280
0085: 2@ = 0@ // (int)
00D6: if and
056D:   actor 2@ defined
00E1:   player 0 pressed_key 6
004D: jump_if_false {Lab}-585
00D6: if and
8118:   not actor 2@ dead
02CB:   actor 2@ bounding_sphere_visible
004D: jump_if_false {Lab}-585
0A96: 6@ = actor 2@ struct
000A: 6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
000A: 6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
000A: 6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
00A0: store_actor 2@ position_to 6@ 7@ 8@
0006: 10@ = 5
0006: 11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
0007: 12@ = 17.0
0017: 12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
00D6: if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
004D: jump_if_false {Lab}-563
0AB1: call_scm_func {Lab}-590 1 2@

//Lab-563
0AB1: call_scm_func {Lab}-968 4 2@ 6@ 7@ 8@

//Lab-585
0AB2: ret 0

//Lab-590
0007: 31@ = 6.0
0006: 29@ = 255
0006: 28@ = 55
0007: 27@ = 1.0
00D6: if
0021:   31@ > 8.0
004D: jump_if_false {Lab}-653
0006: 30@ = 1

//Lab-653
00D6: if
8031:   not  31@ >= 6.0
004D: jump_if_false {Lab}-681
0006: 30@ = 0

//Lab-681
00D6: if
0039:   30@ == 0
004D: jump_if_false {Lab}-709
000B: 31@ += 0.05

//Lab-709
00D6: if
0039:   30@ == 1
004D: jump_if_false {Lab}-737
000F: 31@ -= 0.05

//Lab-737
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func {Lab}-2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0

//Lab-968
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
00D6: if
0AB1: call_scm_func {Lab}-1863 0 16@
004D: jump_if_false {Lab}-1302
00D6: if
0AB1: call_scm_func {Lab}-1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
004D: jump_if_false {Lab}-1302
00D6: if
0AB1: call_scm_func {Lab}-1307 6 4@ 5@ 6@ 7@ 8@ 9@
004D: jump_if_false {Lab}-1302
000B: 15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

//Lab-1302
0AB2: ret 0

//Lab-1307
00D6: if
06BD:   no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
004D: jump_if_false {Lab}-1357
0485:   return_true
0002: jump {Lab}-1359

//Lab-1357
059A:   return_false

//Lab-1359
0AB2: ret 0

//Lab-1364
00D6: if
0039:   6@ == 5
004D: jump_if_false {Lab}-1429
0007: 7@ = 0.011
0007: 8@ = 0.011
0007: 9@ = 1.5595
0007: 10@ = 1.582
0002: jump {Lab}-1599

//Lab-1429
00D6: if
0039:   6@ == 6
004D: jump_if_false {Lab}-1559
00D6: if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
004D: jump_if_false {Lab}-1512
0007: 7@ = 0.039
0007: 8@ = 0.039
0007: 9@ = 1.532
0007: 10@ = 1.61
0002: jump {Lab}-1552

//Lab-1512
0007: 7@ = 0.02
0007: 8@ = 0.02
0007: 9@ = 1.5507
0007: 10@ = 1.5907

//Lab-1552
0002: jump {Lab}-1599

//Lab-1559
0007: 7@ = -0.003
0007: 8@ = -0.003
0007: 9@ = 1.572
0007: 10@ = 1.568

//Lab-1599
00D6: if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
004D: jump_if_false {Lab}-1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

//Lab-1642
00D6: if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
004D: jump_if_false {Lab}-1695
0013: 5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

//Lab-1695
00D6: if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
004D: jump_if_false {Lab}-1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

//Lab-1738
00D6: if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
004D: jump_if_false {Lab}-1791
0013: 4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

//Lab-1791
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
00D6: if and
8031:   not  11@ >= 0.18
0021:   11@ > -0.18
004D: jump_if_false {Lab}-1853
0485:   return_true
0002: jump {Lab}-1855

//Lab-1853
059A:   return_false

//Lab-1855
0AB2: ret 1 15@

//Lab-1863
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
00D6: if or
0039:   1@ == 2
0039:   1@ == 3
0039:   1@ == 4
0039:   1@ == 5
0039:   1@ == 6
0039:   1@ == 7
004D: jump_if_false {Lab}-1953
0485:   return_true
0002: jump {Lab}-1955

//Lab-1953
059A:   return_false

//Lab-1955
0AB2: ret 1 1@

//Lab-1963
0007: 28@ = 0.0

//Lab-1973
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
000A: 29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
0006: 30@ = 0

//Lab-2013
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
000A: 29@ += 1
00D6: if and
0029:   31@ >= 0
001B:   128 > 31@
004D: jump_if_false {Lab}-2299
005A: 31@ += 30@ // (int)
00D6: if
056D:   actor 31@ defined
004D: jump_if_false {Lab}-2299
00D6: if
803C:   not  $PLAYER_ACTOR == 31@ // (int)
004D: jump_if_false {Lab}-2299
04C4: store_coords_to 27@ 26@ 25@ from_actor 31@ with_offset 0.0 0.0 0.0
068D: get_camera_position_to 24@ 23@ 22@
00D6: if and
06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
80DF:   not actor 31@ driving
8118:   not actor 31@ dead
02CB:   actor 31@ bounding_sphere_visible
004D: jump_if_false {Lab}-2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func {Lab}-2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
00D6: if
0035:   28@ >= 15@ // (float)
004D: jump_if_false {Lab}-2299
0AB2: ret 1 31@

//Lab-2299
000A: 30@ += 256
0019:   30@ > 35584
004D: jump_if_false {Lab}-2013
000B: 28@ += 8.0
001D:   28@ > 0@ // (int)
004D: jump_if_false {Lab}-1973
0AB2: ret 1 -1

//Lab-2356
0AC7: 14@ = var 0@ offset
0AC7: 15@ = var 3@ offset
0AC7: 16@ = var 6@ offset
0AC7: 17@ = var 9@ offset
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@
0007: 12@ = 640.0
0007: 13@ = 448.0
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0
0093: 14@ = integer 14@ to_float
0093: 15@ = integer 15@ to_float
0073: 12@ /= 14@ // (float)
0073: 13@ /= 15@ // (float)
006B: 3@ *= 12@ // (float)
006B: 4@ *= 13@ // (float)
0AB2: ret 2 3@ 4@
 

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