Помощь в изменении скриптов

FYP

Известный
Автор темы
Администратор
1,758
5,726
Здесь вы можете попросить других пользователей внести какие-то небольшие изменения в скрипт, например, изменить активацию.
Для вопросов по программированию и разработке на форуме есть отдельная категория Разработка.

Рекомендации:
  1. Не просите о редактировании .asi, .sf, .luac, .dll, .exe и прочих файлов, не поддающихся простой декомпиляции. Скрипты формата .ahk (AutoHotKey), .lua (Lua/MoonLoader) и .cs (CLEO) легко поддаются изменению.
  2. Сообщения по типу "спасибо, помог" по правилам форума считаются флудом и скорее всего будут удалены. Если вам помогли, вы можете нажать кнопку Мне нравится под ответом - это даст понять, что ответ верный.
  3. За злонамеренное распространение вредоносного ПО - перманентный бан. Имейте это в виду.
Удаление копирайтов является нарушением авторских прав, если автор не дал на это своего разрешения. Правила BlastHack запрещают нарушать авторские права, поэтому если вам нужно их убрать - обращайтесь к автору.
 
Последнее редактирование:
497
94
cleo закриптован, его не переделать, ну по крайней мере мне.

бля, напишите cleo для авто закрытия машины когда в неё сел, активация/деактивация на F5(желательно чтобы в чат писало о том что включено или нет). А то я лох и у меня не получается как бы не стрался плез ммм
Ля придется ждать что бы Боги сделали работу :D
 

beshbarmak

Новичок
7
2
Сделайте активацию на F10, заранее спасибо.
Поставлю "Влюблен"
 

Вложения

  • AIM.cs
    23.4 KB · Просмотры: 5

solomonioZ

Участник
23
3
Помогите сюда добавить spread,модельные группы и индивидуальную настройку оружии
Код:
dow = false
airbreak = false
jumpbmx = false
lastsmooth = -1
lastdist = -1
multiplier = 1
ncr = false
player = -1
input = imgui.ImBuffer(256)

GUI =
{
    windowState = imgui.ImBool(false),
    currentButtonID = 1,
    aimbot =
    {
        Smooth = imgui.ImFloat(5.0),
        Radius = imgui.ImFloat(80.0),
        Safe = imgui.ImFloat(1.0),
        SuperSmooth = imgui.ImFloat(1.0),
        Enable = imgui.ImBool(false),
        IsFire = imgui.ImBool(false),
        VisibleCheck = imgui.ImBool(false),
        DynamicSmooth = imgui.ImBool(false),
        CFilter = imgui.ImBool(false),
        IgnoreRange = imgui.ImBool(false),
        IgnoreStun = imgui.ImBool(false)
    },
    visual =
    {
        DrawFOV = imgui.ImBool(false),
        ESPLine = imgui.ImBool(false),
        ESPBones = imgui.ImBool(false),
        ESPBox = imgui.ImBool(false),
        ESPInfo = imgui.ImBool(false)
    },
    actor =
    {
        NoStun = imgui.ImBool(false),
        InfiniteRun = imgui.ImBool(false),
        NoFall = imgui.ImBool(false),
        NoCamRestore = imgui.ImBool(false),
        GodMode = imgui.ImBool(false),
        AirBreak = imgui.ImBool(false)
    },
    vehicle =
    {
        SpeedHack = imgui.ImBool(false),
        SpeedSmooth = imgui.ImFloat(20.0),
        Drive = imgui.ImBool(false),
        FastExit = imgui.ImBool(false),
        JumpBMX = imgui.ImBool(false),
        BikeFall = imgui.ImBool(false)
    }
}

local config = inicfg.load({
    settings =
    {
        aimbot_smooth = GUI.aimbot.Smooth.v,
        aimbot_radius = GUI.aimbot.Radius.v,
        aimbot_safe = GUI.aimbot.Safe.v,
        aimbot_supersmooth = GUI.aimbot.SuperSmooth.v,
        aimbot_enable = GUI.aimbot.Enable.v,
        aimbot_isfire = GUI.aimbot.IsFire.v,
        aimbot_visiblecheck = GUI.aimbot.VisibleCheck.v,
        aimbot_dynamicsmooth = GUI.aimbot.DynamicSmooth.v,
        aimbot_cfilter = GUI.aimbot.CFilter.v,
        aimbot_ignorerange = GUI.aimbot.IgnoreRange.v,
        aimbot_ignorestun = GUI.aimbot.IgnoreStun.v,
        visual_drawfov = GUI.visual.DrawFOV.v,
        visual_espline = GUI.visual.ESPLine.v,
        visual_espbones = GUI.visual.ESPBones.v,
        visual_espbox = GUI.visual.ESPBox.v,
        visual_espinfo = GUI.visual.ESPInfo.v,
        actor_nostun = GUI.actor.NoStun.v,
        actor_infiniterun = GUI.actor.InfiniteRun.v,
        actor_nofall = GUI.actor.NoFall.v,
        actor_nocamrestore = GUI.actor.NoCamRestore.v,
        actor_godmode = GUI.actor.GodMode.v,
        actor_airbreak = GUI.actor.AirBreak.v,
        vehicle_speedhack = GUI.vehicle.SpeedHack.v,
        vehicle_speedsmooth = GUI.vehicle.SpeedSmooth.v,
        vehicle_drive = GUI.vehicle.Drive.v,
        vehicle_fastexit = GUI.vehicle.FastExit.v,
        vehicle_jumpbmx = GUI.vehicle.JumpBMX.v,
        vehicle_bikefall = GUI.vehicle.BikeFall.v
    }
})

function load_ini()
    local ini_file = inicfg.load(config)
    if ini_file then
        GUI.aimbot.Smooth.v = ini_file.settings.aimbot_smooth
        GUI.aimbot.Radius.v = ini_file.settings.aimbot_radius
        GUI.aimbot.Safe.v = ini_file.settings.aimbot_safe
        GUI.aimbot.SuperSmooth.v = ini_file.settings.aimbot_supersmooth
        GUI.aimbot.Enable.v = ini_file.settings.aimbot_enable
        GUI.aimbot.IsFire.v = ini_file.settings.aimbot_isfire
        GUI.aimbot.VisibleCheck.v = ini_file.settings.aimbot_visiblecheck
        GUI.aimbot.DynamicSmooth.v = ini_file.settings.aimbot_dynamicsmooth
        GUI.aimbot.CFilter.v = ini_file.settings.aimbot_cfilter
        GUI.aimbot.IgnoreRange.v = ini_file.settings.aimbot_ignorerange
        GUI.aimbot.IgnoreStun.v = ini_file.settings.aimbot_ignorestun
        GUI.visual.DrawFOV.v = ini_file.settings.visual_drawfov
        GUI.visual.ESPLine.v = ini_file.settings.visual_espline
        GUI.visual.ESPBones.v = ini_file.settings.visual_espbones
        GUI.visual.ESPBox.v = ini_file.settings.visual_espbox
        GUI.visual.ESPInfo.v = ini_file.settings.visual_espinfo
        GUI.actor.NoStun.v = ini_file.settings.actor_nostun
        GUI.actor.InfiniteRun.v = ini_file.settings.actor_infiniterun
        GUI.actor.NoFall.v = ini_file.settings.actor_nofall
        GUI.actor.NoCamRestore.v = ini_file.settings.actor_nocamrestore
        GUI.actor.GodMode.v = ini_file.settings.actor_godmode
        GUI.actor.AirBreak.v = ini_file.settings.actor_airbreak
        GUI.vehicle.SpeedHack.v = ini_file.settings.vehicle_speedhack
        GUI.vehicle.SpeedSmooth.v = ini_file.settings.vehicle_speedsmooth
        GUI.vehicle.Drive.v = ini_file.settings.vehicle_drive
        GUI.vehicle.FastExit.v = ini_file.settings.vehicle_fastexit
        GUI.vehicle.JumpBMX.v = ini_file.settings.vehicle_jumpbmx
        GUI.vehicle.BikeFall.v = ini_file.settings.vehicle_bikefall
    end
end

function save_ini()
    config.settings.aimbot_smooth = GUI.aimbot.Smooth.v
    config.settings.aimbot_radius = GUI.aimbot.Radius.v
    config.settings.aimbot_safe = GUI.aimbot.Safe.v
    config.settings.aimbot_supersmooth = GUI.aimbot.SuperSmooth.v
    config.settings.aimbot_enable = GUI.aimbot.Enable.v
    config.settings.aimbot_isfire = GUI.aimbot.IsFire.v
    config.settings.aimbot_visiblecheck = GUI.aimbot.VisibleCheck.v
    config.settings.aimbot_dynamicsmooth = GUI.aimbot.DynamicSmooth.v
    config.settings.aimbot_cfilter = GUI.aimbot.CFilter.v
    config.settings.aimbot_ignorerange = GUI.aimbot.IgnoreRange.v
    config.settings.aimbot_ignorestun = GUI.aimbot.IgnoreStun.v
    config.settings.visual_drawfov = GUI.visual.DrawFOV.v
    config.settings.visual_espline = GUI.visual.ESPLine.v
    config.settings.visual_espbones = GUI.visual.ESPBones.v
    config.settings.visual_espbox = GUI.visual.ESPBox.v
    config.settings.visual_espinfo = GUI.visual.ESPInfo.v
    config.settings.actor_nostun = GUI.actor.NoStun.v
    config.settings.actor_infiniterun = GUI.actor.InfiniteRun.v
    config.settings.actor_nofall = GUI.actor.NoFall.v
    config.settings.actor_nocamrestore = GUI.actor.NoCamRestore.v
    config.settings.actor_godmode = GUI.actor.GodMode.v
    config.settings.actor_airbreak = GUI.actor.AirBreak.v
    config.settings.vehicle_speedhack = GUI.vehicle.SpeedHack.v
    config.settings.vehicle_speedsmooth = GUI.vehicle.SpeedSmooth.v
    config.settings.vehicle_drive = GUI.vehicle.Drive.v
    config.settings.vehicle_fastexit = GUI.vehicle.FastExit.v
    config.settings.vehicle_jumpbmx = GUI.vehicle.JumpBMX.v
    config.settings.vehicle_bikefall = GUI.vehicle.BikeFall.v
    inicfg.save(config, script.this.filename..'.ini')
end

function reset_ini()
    GUI =
    {
        windowState = imgui.ImBool(true),
        currentButtonID = 1,
        aimbot =
        {
            Smooth = imgui.ImFloat(5.0),
            Radius = imgui.ImFloat(80.0),
            Safe = imgui.ImFloat(1.0),
            SuperSmooth = imgui.ImFloat(1.0),
            Enable = imgui.ImBool(false),
            IsFire = imgui.ImBool(false),
            VisibleCheck = imgui.ImBool(false),
            DynamicSmooth = imgui.ImBool(false),
            CFilter = imgui.ImBool(false),
            IgnoreRange = imgui.ImBool(false),
            IgnoreStun = imgui.ImBool(false)
        },
        visual =
        {
            DrawFOV = imgui.ImBool(false),
            ESPLine = imgui.ImBool(false),
            ESPBones = imgui.ImBool(false),
            ESPBox = imgui.ImBool(false),
            ESPInfo = imgui.ImBool(false)
        },
        actor =
        {
            NoStun = imgui.ImBool(false),
            InfiniteRun = imgui.ImBool(false),
            NoFall = imgui.ImBool(false),
            NoCamRestore = imgui.ImBool(false),
            GodMode = imgui.ImBool(false),
            AirBreak = imgui.ImBool(false)
        },
        vehicle =
        {
            SpeedHack = imgui.ImBool(false),
            SpeedSmooth = imgui.ImFloat(20.0),
            Drive = imgui.ImBool(false),
            FastExit = imgui.ImBool(false),
            JumpBMX = imgui.ImBool(false),
            BikeFall = imgui.ImBool(false)
        }
    }
    save_ini()
end

function main()
    if not initialized then
        if not isSampAvailable() then return false end
        load_ini()
        guiCustomStyle()
        lua_thread.create(Aimbot)
        lua_thread.create(Visual)
        lua_thread.create(Actor)
        lua_thread.create(Vehicle)
        initialized = true
    end
    if wasKeyPressed(VK_INSERT) then
        GUI.windowState.v = not GUI.windowState.v
    end
    imgui.Process = GUI.windowState.v
    return false
end

function imgui.OnDrawFrame()
    if GUI.windowState.v then
        local sw, sh = getScreenResolution()
        imgui.SetNextWindowPos(imgui.ImVec2(sw / 2, sh / 2), imgui.Cond.FirstUseEver, imgui.ImVec2(0.5, 0.5))
        imgui.SetNextWindowSize(imgui.ImVec2(319, 300), imgui.Cond.FirstUseEver)
        imgui.Begin('HELLFIRE SOFT', nil, imgui.WindowFlags.NoCollapse + imgui.WindowFlags.NoResize + imgui.WindowFlags.NoMove)
        imgui.SetCursorPos(imgui.ImVec2(5, 25))
        if imgui.Button('Smooth', imgui.ImVec2(50, 24)) then
            GUI.currentButtonID = 1
        end
        imgui.SetCursorPos(imgui.ImVec2(57, 25))
        if imgui.Button('Visual', imgui.ImVec2(50, 24)) then
            GUI.currentButtonID = 2
        end
        imgui.SetCursorPos(imgui.ImVec2(109, 25))
        if imgui.Button('Actor', imgui.ImVec2(50, 24)) then
            GUI.currentButtonID = 3
        end
        imgui.SetCursorPos(imgui.ImVec2(161, 25))
        if imgui.Button('Vehicle', imgui.ImVec2(50, 24)) then
            GUI.currentButtonID = 4
        end
        imgui.SetCursorPos(imgui.ImVec2(213, 25))
        if imgui.Button('Config', imgui.ImVec2(50, 24)) then
            GUI.currentButtonID = 5
        end
        imgui.SetCursorPos(imgui.ImVec2(265, 25))
        if imgui.Button('Console', imgui.ImVec2(50, 24)) then
            GUI.currentButtonID = 6
        end
        if GUI.currentButtonID == 1 then
            imgui.SetCursorPosX(5)
            imgui.SliderFloat('Smooth', GUI.aimbot.Smooth, 1.0, 25.0, "%.1f")
            imgui.SetCursorPosX(5)
            imgui.SliderFloat('Radius', GUI.aimbot.Radius, 1.0, 300.0, "%.1f")
            imgui.SetCursorPosX(5)
            imgui.SliderFloat('SafeZone', GUI.aimbot.Safe, 1.0, 300.0, "%.1f")
            imgui.SetCursorPosX(5)
            imgui.SliderFloat('SuperSmooth', GUI.aimbot.SuperSmooth, 1.0, 25.0, "%.1f")
            imgui.SetCursorPosX(5)
            imgui.Checkbox('Enable', GUI.aimbot.Enable)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('IsFire', GUI.aimbot.IsFire)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('VisibleCheck', GUI.aimbot.VisibleCheck)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('DynamicSmooth', GUI.aimbot.DynamicSmooth)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('CFilter', GUI.aimbot.CFilter)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('IgnoreRange', GUI.aimbot.IgnoreRange)
            imgui.SetCursorPos(imgui.ImVec2(150, 149))
            imgui.Checkbox('IgnoreStun', GUI.aimbot.IgnoreStun)
        end
        if GUI.currentButtonID == 2 then
            imgui.SetCursorPosX(5)
            imgui.Checkbox('ESP Line', GUI.visual.ESPLine)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('ESP Bones', GUI.visual.ESPBones)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('ESP Box', GUI.visual.ESPBox)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('ESP Info', GUI.visual.ESPInfo)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('Draw FOV', GUI.visual.DrawFOV)
        end
        if GUI.currentButtonID == 3 then
            imgui.SetCursorPosX(5)
            imgui.Checkbox('NoStun', GUI.actor.NoStun)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('NoFall', GUI.actor.NoFall)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('NoCamRestore', GUI.actor.NoCamRestore)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('InfiniteRun', GUI.actor.InfiniteRun)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('GodMode', GUI.actor.GodMode)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('AirBreak', GUI.actor.AirBreak)
        end
        if GUI.currentButtonID == 4 then
            imgui.SetCursorPosX(5)
            imgui.SliderFloat('SpeedSmooth', GUI.vehicle.SpeedSmooth, 1.0, 30.0, "%.1f")
            imgui.SetCursorPosX(5)
            imgui.Checkbox('SpeedHack', GUI.vehicle.SpeedHack)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('DriveInWater', GUI.vehicle.Drive)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('FastExit', GUI.vehicle.FastExit)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('JumpBMX', GUI.vehicle.JumpBMX)
            imgui.SetCursorPosX(5)
            imgui.Checkbox('BikeFall', GUI.vehicle.BikeFall)
        end
        if GUI.currentButtonID == 5 then
            imgui.SetCursorPosX(5)
            if imgui.Button('Load', imgui.ImVec2(310, 25)) then load_ini() end
            imgui.SetCursorPosX(5)
            if imgui.Button('Save', imgui.ImVec2(310, 25)) then save_ini() end
            imgui.SetCursorPosX(5)
            if imgui.Button('Reset', imgui.ImVec2(310, 25)) then reset_ini() end
        end
        if GUI.currentButtonID == 6 then
            imgui.SetCursorPosX(5)
            imgui.InputText('Input', input)
            imgui.SetCursorPosX(5)
            if imgui.Button('Send') then
                if input.v == 'DEATH' or input.v == 'death' then
                    setCharHealth(PLAYER_PED, 0)
                end
                if input.v == 'RECON' or input.v == 'recon' then
                    local ip, port = sampGetCurrentServerAddress()
                    sampDisconnectWithReason(false)
                    sampConnectToServer(ip, port)
                end
                if input.v == 'RELOAD' or input.v == 'reload' then
                    sampToggleCursor(false)
                    showCursor(false)
                    thisScript():reload()
                end
                input.v = ''
            end
            imgui.Text('All commands:\n\nDEATH\nRECON\nRELOAD')
        end
        imgui.End()
    end
end

function Aimbot()
    if GUI.aimbot.Enable.v and isKeyDown(VK_RBUTTON) then
        if not GUI.aimbot.IsFire.v or (GUI.aimbot.IsFire.v and isKeyDown(VK_LBUTTON)) then
            local playerID = GetNearestPed()
            if playerID ~= -1 then
                local pedID = sampGetPlayerIdByCharHandle(PLAYER_PED)
                if (GUI.aimbot.IgnoreStun.v and not CheckStuned()) then return false end
                if (GUI.aimbot.CFilter.v and sampGetPlayerColor(pedID) == sampGetPlayerColor(playerID)) then return false end
                local _, handle = sampGetCharHandleBySampPlayerId(playerID)
                local myPos = {getActiveCameraCoordinates()}
                local enPos = {GetBodyPartCoordinates(GetNearestBone(handle), handle)}
                if not GUI.aimbot.VisibleCheck.v or (GUI.aimbot.VisibleCheck.v and isLineOfSightClear(myPos[1], myPos[2], myPos[3], enPos[1], enPos[2], enPos[3], true, true, false, true, true)) then
                    local pedWeapon = getCurrentCharWeapon(PLAYER_PED)
                    if (pedWeapon >= 22 and pedWeapon <= 29) or pedWeapon == 32 then
                        coefficent = 0.04253
                    elseif pedWeapon == 30 or pedWeapon == 31 then
                        coefficent = 0.028
                    elseif pedWeapon == 33 then
                        сoefficent = 0.01897
                    end
                    local vector = {myPos[1] - enPos[1], myPos[2] - enPos[2]}
                    local angle = math.acos(vector[1] / math.sqrt((math.pow(vector[1], 2) + math.pow(vector[2], 2))))
                    local view = {fix(representIntAsFloat(readMemory(0xB6F258, 4, false))), fix(representIntAsFloat(readMemory(0xB6F248, 4, false)))}
                    if (vector[1] <= 0.0 and vector[2] >= 0.0) or (vector[1] >= 0.0 and vector[2] >= 0.0) then
                        dif = (angle + coefficent) - view[1]
                    end
                    if (vector[1] >= 0.0 and vector[2] <= 0.0) or (vector[1] <= 0.0 and vector[2] <= 0.0) then
                        dif = (-angle + coefficent) - view[1]
                    end
                    if GUI.aimbot.DynamicSmooth.v then multiplier = 5 else multiplier = 1 end
                    local smooth = dif / ((GUI.aimbot.Smooth.v * multiplier) * GUI.aimbot.SuperSmooth.v)
                    if GUI.aimbot.DynamicSmooth.v then
                        if smooth > 0.0 then
                            if smooth < lastsmooth then
                                smooth = smooth * (lastsmooth / smooth)
                            end
                        else
                            if -smooth < -lastsmooth then
                                smooth = smooth * (-lastsmooth / -smooth)
                            end
                        end
                        lastsmooth = smooth
                    end
                    if smooth > -1.0 and smooth < 0.5 and dif > -2.0 and dif < 2.0 then
                        view[1] = view[1] + smooth
                        setCameraPositionUnfixed(view[2], view[1])
                    end
                end
            end
        end
    end
    return false
end

function Visual()
    if GUI.visual.DrawFOV.v then
        local crosshairPos = {convertGameScreenCoordsToWindowScreenCoords(339.1, 179.1)}
        renderFigure2D(crosshairPos[1], crosshairPos[2], GUI.aimbot.Radius.v >= 70 and 144 or 72, (GUI.aimbot.Radius.v - 1.0), 0xFF00FF00)
        renderFigure2D(crosshairPos[1], crosshairPos[2], GUI.aimbot.Safe.v >= 70 and 144 or 72, (GUI.aimbot.Safe.v - 1.0), 0xFFFF0000)
    end
    for i = 0, sampGetMaxPlayerId(true) do
        if sampIsPlayerConnected(i) then
            local find, handle = sampGetCharHandleBySampPlayerId(i)
            if find then
                 if isCharOnScreen(handle) then
                    local myPos = {GetBodyPartCoordinates(3, PLAYER_PED)}
                    local enPos = {GetBodyPartCoordinates(3, handle)}
                    if (isLineOfSightClear(myPos[1], myPos[2], myPos[3], enPos[1], enPos[2], enPos[3], true, true, false, true, true)) then
                        color = 0xFF00FF00
                    else
                        color = 0xFFFF0000
                    end
                    if GUI.visual.ESPLine.v then
                        local myPosScreen = {convert3DCoordsToScreen(GetBodyPartCoordinates(3, PLAYER_PED))}
                        local enPosScreen = {convert3DCoordsToScreen(GetBodyPartCoordinates(3, handle))}
                        renderDrawLine(myPosScreen[1], myPosScreen[2], enPosScreen[1], enPosScreen[2], 1, color)
                    end
                    if GUI.visual.ESPBones.v then
                        local t = {3, 4, 5, 51, 52, 41, 42, 31, 32, 33, 21, 22, 23, 2}
                        for v = 1, #t do
                            pos1 = {GetBodyPartCoordinates(t[v], handle)}
                            pos2 = {GetBodyPartCoordinates(t[v] + 1, handle)}
                            pos1Screen = {convert3DCoordsToScreen(pos1[1], pos1[2], pos1[3])}
                            pos2Screen = {convert3DCoordsToScreen(pos2[1], pos2[2], pos2[3])}
                            renderDrawLine(pos1Screen[1], pos1Screen[2], pos2Screen[1], pos2Screen[2], 1, color)
                        end
                        for v = 4, 5 do
                            pos2 = {GetBodyPartCoordinates(v * 10 + 1, handle)}
                            pos2Screen = {convert3DCoordsToScreen(pos2[1], pos2[2], pos2[3])}
                            renderDrawLine(pos1Screen[1], pos1Screen[2], pos2Screen[1], pos2Screen[2], 1, color)
                        end
                        local t = {53, 43, 24, 34, 6}
                        for v = 1, #t do
                            pos = {GetBodyPartCoordinates(t[v], handle)}
                            pos1Screen = {convert3DCoordsToScreen(pos[1], pos[2], pos[3])}
                        end
                    end
                    if GUI.visual.ESPBox.v then
                        local headPos = {GetBodyPartCoordinates(8, handle)}
                        local footPos = {GetBodyPartCoordinates(44, handle)}
                        local pointOne =
                        {
                            x = headPos[1] - 0.5,
                            y = headPos[2],
                            z = headPos[3] + 0.35
                        }
                        local pointTwo =
                        {
                            x = headPos[1] + 0.5,
                            y = headPos[2],
                            z = headPos[3] - 0.35
                        }
                        local pointThree =
                        {
                            x = footPos[1] + 0.5,
                            y = footPos[2],
                            z = footPos[3] - 0.35
                        }
                        local pointOneScreen = {convert3DCoordsToScreen(pointOne.x, pointOne.y, pointOne.z)}
                        local pointTwoScreen = {convert3DCoordsToScreen(pointTwo.x, pointTwo.y, pointOne.z)}
                        local pointThreeScreen = {convert3DCoordsToScreen(pointOne.x, pointThree.y, pointThree.z)}
                        local pointFourScreen = {convert3DCoordsToScreen(pointTwo.x, pointThree.y, pointThree.z)}
                        renderDrawLine(pointOneScreen[1], pointOneScreen[2], pointTwoScreen[1], pointTwoScreen[2], 1, color)
                        renderDrawLine(pointThreeScreen[1], pointThreeScreen[2], pointFourScreen[1], pointFourScreen[2], 1, color)
                        renderDrawLine(pointOneScreen[1], pointOneScreen[2], pointThreeScreen[1], pointThreeScreen[2], 1, color)
                        renderDrawLine(pointTwoScreen[1], pointTwoScreen[2], pointFourScreen[1], pointFourScreen[2], 1, color)
                    end
                    if GUI.visual.ESPInfo.v then
                        local enPosGame = {GetBodyPartCoordinates(8, handle)}
                        local point =
                        {
                            x = enPosGame[1] - 0.3,
                            y = enPosGame[2],
                            z = enPosGame[3]
                        }
                        local enPosScr = {convert3DCoordsToScreen(point.x, point.y, point.z)}
                        local distance = math.sqrt((math.pow((enPos[1] - myPos[1]), 2) + math.pow((enPos[2] - myPos[2]), 2) + math.pow((enPos[3] - myPos[3]), 2)))
                        renderFontDrawText(font, string.format('Speed: %.1f\nName: %s\nDistance: %.1f\nSkin: %d\nNPC: %s\nAFK: %s', getCharSpeed(handle), sampGetPlayerNickname(i), distance, getCharModel(handle), tostring(sampIsPlayerNpc(i)), tostring(sampIsPlayerPaused(i))), enPosScr[1], enPosScr[2], color)
                    end
                end
            end
        end
    end
    return false
end

function Actor()
    setCharUsesUpperbodyDamageAnimsOnly(PLAYER_PED, GUI.actor.NoStun.v)
    setPlayerNeverGetsTired(PLAYER_PED, not GUI.actor.InfiniteRun.v)
    if GUI.actor.NoFall.v then
        if isCharPlayingAnim(PLAYER_PED, 'KO_SKID_BACK') or isCharPlayingAnim(PLAYER_PED, 'FALL_COLLAPSE') then
            local charPos = {getCharCoordinates(PLAYER_PED)}
            setCharCoordinates(PLAYER_PED, charPos[1], charPos[2], charPos[3] - 1)
        end
    end
    if GUI.actor.NoCamRestore.v then
        if not ncr then
            memory.write(0x5109AC, 235, 1, true)
            memory.write(0x5109C5, 235, 1, true)
            memory.write(0x5231A6, 235, 1, true)
            memory.write(0x52322D, 235, 1, true)
            memory.write(0x5233BA, 235, 1, true)
            ncr = true
        end
    else
        if ncr then
            memory.write(0x5109AC, 122, 1, true)
            memory.write(0x5109C5, 122, 1, true)
            memory.write(0x5231A6, 117, 1, true)
            memory.write(0x52322D, 117, 1, true)
            memory.write(0x5233BA, 117, 1, true)
            ncr = false
        end
    end
    if GUI.actor.GodMode.v then
        setCharProofs(PLAYER_PED, true, true, true, true, true)
    else
        setCharProofs(PLAYER_PED, false, false, false, false, false)
    end
    if GUI.actor.AirBreak.v then
        if wasKeyPressed(VK_RSHIFT) then
            airbreak = not airbreak
        end
        if airbreak then
            local charCoordinates = {getCharCoordinates(PLAYER_PED)}
            local ViewHeading = getCharHeading(PLAYER_PED)
            Coords = {charCoordinates[1], charCoordinates[2], charCoordinates[3], 0.0, 0.0, ViewHeading}
            local MainHeading = getCharHeading(PLAYER_PED)
            local Camera = {getActiveCameraCoordinates()}
            local Target = {getActiveCameraPointAt()}
            local RotateHeading = getHeadingFromVector2d(Target[1] - Camera[1], Target[2] - Camera[2])
            if isKeyDown(VK_W) then
                Coords[1] = Coords[1] + 0.25 * math.sin(-math.rad(RotateHeading))
                Coords[2] = Coords[2] + 0.25 * math.cos(-math.rad(RotateHeading))
                setCharHeading(PLAYER_PED, RotateHeading)
            elseif isKeyDown(VK_S) then
                Coords[1] = Coords[1] - 0.25 * math.sin(-math.rad(MainHeading))
                Coords[2] = Coords[2] - 0.25 * math.cos(-math.rad(MainHeading))
            end
            if isKeyDown(VK_A) then
                Coords[1] = Coords[1] - 0.25 * math.sin(-math.rad(MainHeading - 90))
                Coords[2] = Coords[2] - 0.25 * math.cos(-math.rad(MainHeading - 90))
            elseif isKeyDown(VK_D) then
                Coords[1] = Coords[1] - 0.25 * math.sin(-math.rad(MainHeading + 90))
                Coords[2] = Coords[2] - 0.25 * math.cos(-math.rad(MainHeading + 90))
            end
            if isKeyDown(VK_SPACE) then Coords[3] = Coords[3] + 0.25 / 1.5 end
            if isKeyDown(VK_LSHIFT) and Coords[3] > -95.0 then Coords[3] = Coords[3] - 0.25 / 1.5 end
            setCharCoordinates(PLAYER_PED, Coords[1], Coords[2], Coords[3] - 1)
        end
    end
    return false
end

function Vehicle()
    if GUI.vehicle.SpeedHack.v then
        if isKeyDown(VK_LMENU) then
            if isCharInAnyCar(PLAYER_PED) then
                local car = storeCarCharIsInNoSave(PLAYER_PED)
                local vector = {getCarSpeedVector(car)}
                local heading = getCarHeading(car)
                local turbo = fpsCorrection() / (GUI.vehicle.SpeedSmooth.v * 10)
                local force = {turbo, turbo, turbo}
                local Sin, Cos = math.sin(-math.rad(heading)), math.cos(-math.rad(heading))
                if vector[1] > -0.01 and vector[1] < 0.01 then force[1] = 0.0 end
                if vector[2] > -0.01 and vector[2] < 0.01 then force[2] = 0.0 end
                if vector[3] < 0 then force[3] = -force[3] end
                if vector[3] > -2 and vector[3] < 15 then force[3] = 0.0 end
                if Sin > 0 and vector[1] < 0 then force[1] = -force[1] end
                if Sin < 0 and vector[1] > 0 then force[1] = -force[1] end
                if Cos > 0 and vector[2] < 0 then force[2] = -force[2] end
                if Cos < 0 and vector[2] > 0 then force[2] = -force[2] end
                applyForceToCar(car, force[1] * Sin, force[2] * Cos, force[3] / 2, 0.0, 0.0, 0.0)
            end
        end
    end
    if GUI.vehicle.Drive.v then
        if not dow then
            memory.write(0x6CC303, 0x621F8A, 3, true)
            memory.write(0x6A90C5, 0xEB, 1, true)
            dow = true
        end
    else
        if dow then
            memory.write(0x6CC303, 0xEFE180, 3, true)
            memory.write(0x6A90C5, 0x7A, 1, true)
            dow = false
        end
    end
    if GUI.vehicle.FastExit.v then
        if wasKeyPressed(VK_F) then
            if isCharInAnyCar(PLAYER_PED) then
                local car = storeCarCharIsInNoSave(PLAYER_PED)
                local speed = getCarSpeed(car)
                clearCharTasksImmediately(PLAYER_PED)
                local pos = {getCharCoordinates(PLAYER_PED)}
                setCharCoordinates(PLAYER_PED, pos[1], pos[2], pos[3] + 2)
            end
        end
    end
    if GUI.vehicle.JumpBMX then
        if not jumpbmx then
            memory.setint8(0x969161, 1)
            jumpbmx = true
        end
    else
        if jumpbmx then
            memory.setint8(0x969161, 0)
            jumpbmx = false
        end
    end
    setCharCanBeKnockedOffBike(PLAYER_PED, GUI.vehicle.BikeFall.v)
    return false
end

function sampev.onSendPlayerSync(data)
    if airbreak then
        data.animationId = 1130
        data.moveSpeed = {x = 0.89, y = 0.89, z = -0.89}
    end
end

function sampev.onSetPlayerPos()
    if airbreak then
        return false
    end
end

function sampev.onRequestSpawnResponse() if GUI.actor.GodMode.v then return false end end
function sampev.onRequestClassResponse() if GUI.actor.GodMode.v then return false end end
function sampev.onResetPlayerWeapons() if GUI.actor.GodMode.v then return false end end
function sampev.onSetCameraBehind() if GUI.actor.GodMode.v then return false end end
function sampev.onTogglePlayerControllable() if GUI.actor.GodMode.v then return false end end
function sampev.onSetPlayerSkin() if GUI.actor.GodMode.v then return false end end
function sampev.onSetPlayerHealth() if GUI.actor.GodMode.v then return false end end
function sampev.onBulletSync() if GUI.actor.GodMode.v then return false end end

function renderFigure2D(x, y, points, radius, color)
    local step = math.pi * 2 / points
    local render_start, render_end = {}, {}
    for i = 0, math.pi * 2, step do
        render_start[1] = radius * math.cos(i) + x
        render_start[2] = radius * math.sin(i) + y
        render_end[1] = radius * math.cos(i + step) + x
        render_end[2] = radius * math.sin(i + step) + y
        renderDrawLine(render_start[1], render_start[2], render_end[1], render_end[2], 1, color)
    end
end

function fpsCorrection()
    return representIntAsFloat(readMemory(0xB7CB5C, 4, false))
end

function fix(angle)
    if angle > math.pi then
        angle = angle - (math.pi * 2)
    elseif angle < -math.pi then
        angle = angle + (math.pi * 2)
    end
    return angle
end

function GetNearestPed()
    local maxDistance = nil
    if not GUI.aimbot.IgnoreRange.v then maxDistance = 35 else maxDistance = 20000 end
    local nearestPED = -1
    for i = 0, sampGetMaxPlayerId(true) do
        if sampIsPlayerConnected(i) then
            local find, handle = sampGetCharHandleBySampPlayerId(i)
            if find then
                if isCharOnScreen(handle) then
                    if not isCharDead(handle) then
                        local crosshairPos = {convertGameScreenCoordsToWindowScreenCoords(339.1, 179.1)}
                        local enPos = {GetBodyPartCoordinates(GetNearestBone(handle), handle)}
                        local bonePos = {convert3DCoordsToScreen(enPos[1], enPos[2], enPos[3])}
                        local distance = math.sqrt((math.pow((bonePos[1] - crosshairPos[1]), 2) + math.pow((bonePos[2] - crosshairPos[2]), 2)))
                        if distance < GUI.aimbot.Safe.v or distance > GUI.aimbot.Radius.v then check = true else check = false end
                        if not check then
                            local myPos = {getCharCoordinates(PLAYER_PED)}
                            local enPos = {getCharCoordinates(handle)}
                            local distance = math.sqrt((math.pow((enPos[1] - myPos[1]), 2) + math.pow((enPos[2] - myPos[2]), 2) + math.pow((enPos[3] - myPos[3]), 2)))
                            if (distance < maxDistance) then
                                nearestPED = i
                                maxDistance = distance
                            end
                        end
                    end
                end
            end
        end
    end
    return nearestPED
end

function CheckStuned()
    for k, v in pairs(anims) do
        if isCharPlayingAnim(PLAYER_PED, v) then
            return false
        end
    end
    return true
end

function GetNearestBone(handle)
    local maxDist = 20000
    local nearestBone = -1
    bone = {42, 52, 23, 33, 3, 22, 32, 8}
    for n = 1, 8 do
        local crosshairPos = {convertGameScreenCoordsToWindowScreenCoords(339.1, 179.1)}
        local bonePos = {GetBodyPartCoordinates(bone[n], handle)}
        local enPos = {convert3DCoordsToScreen(bonePos[1], bonePos[2], bonePos[3])}
        local distance = math.sqrt((math.pow((enPos[1] - crosshairPos[1]), 2) + math.pow((enPos[2] - crosshairPos[2]), 2)))
        if (distance < maxDist) then
            nearestBone = bone[n]
            maxDist = distance
        end
    end
    return nearestBone
end
 

xzolxzolxzol

Новичок
14
1
как отключить данную анимацию? не поставить ей время, а именно вовсе отключить
-AHeqgvEnqs.jpg
 

xzolxzolxzol

Новичок
14
1
короче, скинь файл.
это код клео которое ускоряет эту анимацию, а мне нужно чтобы при запросе проигровки этой анимации, ее вовсе не было(те антистан)
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:Noname_2
wait 0
   SAMP.Available
else_jump @Noname_2
wait 14000
chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Loaded! (/FastStun [Float {ff0000}(0.1 - 10.0){ffffff}])" 3394611
0B34: samp register_client_command "FastStun" to_label @Noname_838
2@ = 1.0
if
0AAB:   file_exists "CLEO\FastStun.ini"
else_jump @Noname_227
0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
jump @Noname_311

:Noname_227
0AF3: write_float 1.0 to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

:Noname_311
wait 0
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmRT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmRT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmRT" at 2@ times_normal_rate
if and
0ADC:   test_cheat "XX"
  2@ > 0.0
   not 2@ > 200.0
else_jump @Noname_831
2@ = 1.0
0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
0C48: samp textdraw 56 create "/" pos 3.0 1.0
0C4C: samp textdraw 56 set_style 2
wait 300
0C5E: samp textdraw 56 delete

:Noname_831
jump @Noname_311

:Noname_838
   SAMP.IsCommandTyped(1@)
if
0AD4: 3@ = scan_string 1@ format "%f" 5@
else_jump @Noname_1110
if and
  5@ >= 0.0
   not 5@ > 200.0
else_jump @Noname_1110
0087: 2@ = 5@ // (float)
chatmsg "[PrivateFastStun by AIR]: {ffffff}Установлена скорость: {66FF33}%.1f" 3394611 2@
chatmsg "[PrivateFastStun by AIR]: {ffffff}Стандартная скорость: {ff0000}1.0" 3394611
0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
SAMP.CmdRet

:Noname_1110
chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Используйте: /FastStun [Float {ff0000}(1.0 - 15.0){ffffff}]" 3394611
SAMP.CmdRet
 

wigel

🖤
Всефорумный модератор
977
781
это код клео которое ускоряет эту анимацию, а мне нужно чтобы при запросе проигровки этой анимации, ее вовсе не было(те антистан)
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:Noname_2
wait 0
   SAMP.Available
else_jump @Noname_2
wait 14000
chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Loaded! (/FastStun [Float {ff0000}(0.1 - 10.0){ffffff}])" 3394611
0B34: samp register_client_command "FastStun" to_label @Noname_838
2@ = 1.0
if
0AAB:   file_exists "CLEO\FastStun.ini"
else_jump @Noname_227
0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
jump @Noname_311

:Noname_227
0AF3: write_float 1.0 to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

:Noname_311
wait 0
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmRT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmRT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmRT" at 2@ times_normal_rate
if and
0ADC:   test_cheat "XX"
  2@ > 0.0
   not 2@ > 200.0
else_jump @Noname_831
2@ = 1.0
0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
0C48: samp textdraw 56 create "/" pos 3.0 1.0
0C4C: samp textdraw 56 set_style 2
wait 300
0C5E: samp textdraw 56 delete

:Noname_831
jump @Noname_311

:Noname_838
   SAMP.IsCommandTyped(1@)
if
0AD4: 3@ = scan_string 1@ format "%f" 5@
else_jump @Noname_1110
if and
  5@ >= 0.0
   not 5@ > 200.0
else_jump @Noname_1110
0087: 2@ = 5@ // (float)
chatmsg "[PrivateFastStun by AIR]: {ffffff}Установлена скорость: {66FF33}%.1f" 3394611 2@
chatmsg "[PrivateFastStun by AIR]: {ffffff}Стандартная скорость: {ff0000}1.0" 3394611
0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
SAMP.CmdRet

:Noname_1110
chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Используйте: /FastStun [Float {ff0000}(1.0 - 15.0){ffffff}]" 3394611
SAMP.CmdRet
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013

{$CLEO .cs}



//-------------MAIN---------------

0000: NOP



:Noname_2

wait 0

   SAMP.Available

else_jump @Noname_2

wait 14000

chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Loaded! (/FastStun [Float {ff0000}(0.1 - 10.0){ffffff}])" 3394611

0B34: samp register_client_command "FastStun" to_label @Noname_838

2@ = 1.0

if

0AAB:   file_exists "CLEO\FastStun.ini"

else_jump @Noname_227

0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

jump @Noname_311



:Noname_227

0AF3: write_float 1.0 to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"



:Noname_311

wait 0

0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmLT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmRT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmLT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmRT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmLT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmRT" at 2@ times_normal_rate

if and

0ADC:   test_cheat "XX"

  2@ > 0.0

   not 2@ > 200.0

else_jump @Noname_831

2@ = 1.0

0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

0C48: samp textdraw 56 create "/" pos 3.0 1.0

0C4C: samp textdraw 56 set_style 2

wait 300

0C5E: samp textdraw 56 delete



:Noname_831

jump @Noname_311



:Noname_838

   SAMP.IsCommandTyped(1@)

if

0AD4: 3@ = scan_string 1@ format "%f" 5@

else_jump @Noname_1110

if and

  5@ >= 0.0

   not 5@ > 200.0

else_jump @Noname_1110

0087: 2@ = 5@ // (float)

chatmsg "[PrivateFastStun by AIR]: {ffffff}Установлена скорость: {66FF33}%.1f" 3394611 2@

chatmsg "[PrivateFastStun by AIR]: {ffffff}Стандартная скорость: {ff0000}1.0" 3394611

0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

SAMP.CmdRet



:Noname_1110

chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Используйте: /FastStun [Float {ff0000}(1.0 - 15.0){ffffff}]" 3394611

SAMP.CmdRet
 

xzolxzolxzol

Новичок
14
1
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013

{$CLEO .cs}



//-------------MAIN---------------

0000: NOP



:Noname_2

wait 0

   SAMP.Available

else_jump @Noname_2

wait 14000

chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Loaded! (/FastStun [Float {ff0000}(0.1 - 10.0){ffffff}])" 3394611

0B34: samp register_client_command "FastStun" to_label @Noname_838

2@ = 1.0

if

0AAB:   file_exists "CLEO\FastStun.ini"

else_jump @Noname_227

0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

jump @Noname_311



:Noname_227

0AF3: write_float 1.0 to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"



:Noname_311

wait 0

0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmLT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmRT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmLT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmRT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmFT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmLT" at 2@ times_normal_rate

0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmRT" at 2@ times_normal_rate

if and

0ADC:   test_cheat "XX"

  2@ > 0.0

   not 2@ > 200.0

else_jump @Noname_831

2@ = 1.0

0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

0C48: samp textdraw 56 create "/" pos 3.0 1.0

0C4C: samp textdraw 56 set_style 2

wait 300

0C5E: samp textdraw 56 delete



:Noname_831

jump @Noname_311



:Noname_838

   SAMP.IsCommandTyped(1@)

if

0AD4: 3@ = scan_string 1@ format "%f" 5@

else_jump @Noname_1110

if and

  5@ >= 0.0

   not 5@ > 200.0

else_jump @Noname_1110

0087: 2@ = 5@ // (float)

chatmsg "[PrivateFastStun by AIR]: {ffffff}Установлена скорость: {66FF33}%.1f" 3394611 2@

chatmsg "[PrivateFastStun by AIR]: {ffffff}Стандартная скорость: {ff0000}1.0" 3394611

0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

SAMP.CmdRet



:Noname_1110

chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Используйте: /FastStun [Float {ff0000}(1.0 - 15.0){ffffff}]" 3394611

SAMP.CmdRet
ты не так понял, не просто из кода убрать, а чтобы при попадании в тебя, эти анимации не проигрывались вообще
 

xzolxzolxzol

Новичок
14
1
как отключить данную анимацию? не поставить ей время, а именно вовсе отключить
-AHeqgvEnqs.jpg
это код клео которое ускоряет эту анимацию, а мне нужно чтобы при запросе проигровки этой анимации, ее вовсе не было(те антистан)
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:Noname_2
wait 0
   SAMP.Available
else_jump @Noname_2
wait 14000
chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Loaded! (/FastStun [Float {ff0000}(0.1 - 10.0){ffffff}])" 3394611
0B34: samp register_client_command "FastStun" to_label @Noname_838
2@ = 1.0
if
0AAB:   file_exists "CLEO\FastStun.ini"
else_jump @Noname_227
0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
jump @Noname_311

:Noname_227
0AF3: write_float 1.0 to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
0AF2: 2@ = get_float_from_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"

:Noname_311
wait 0
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armL_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_armR_frmRT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegL_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_LegR_frmRT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmBK" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmFT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmLT" at 2@ times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "DAM_stomach_frmRT" at 2@ times_normal_rate
if and
0ADC:   test_cheat "XX"
  2@ > 0.0
   not 2@ > 200.0
else_jump @Noname_831
2@ = 1.0
0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
0C48: samp textdraw 56 create "/" pos 3.0 1.0
0C4C: samp textdraw 56 set_style 2
wait 300
0C5E: samp textdraw 56 delete

:Noname_831
jump @Noname_311

:Noname_838
   SAMP.IsCommandTyped(1@)
if
0AD4: 3@ = scan_string 1@ format "%f" 5@
else_jump @Noname_1110
if and
  5@ >= 0.0
   not 5@ > 200.0
else_jump @Noname_1110
0087: 2@ = 5@ // (float)
chatmsg "[PrivateFastStun by AIR]: {ffffff}Установлена скорость: {66FF33}%.1f" 3394611 2@
chatmsg "[PrivateFastStun by AIR]: {ffffff}Стандартная скорость: {ff0000}1.0" 3394611
0AF3: write_float 2@ to_ini_file "CLEO\FastStun.ini" section "FastStun" key "Speed"
SAMP.CmdRet

:Noname_1110
chatmsg "[PrivateFastStun by AIR]: {FFFFFF}Используйте: /FastStun [Float {ff0000}(1.0 - 15.0){ffffff}]" 3394611
SAMP.CmdRet
UP