Декомпиляция скриптов

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Общая тема для просьб о помощи в декомпиляциии и декриптованиии скриптов, плагинов и приложений.
Запрещено просить о декомпиляции/декриптовании софта, выставленного на продажу на нашем сайте.

Рекомендации:
  1. Сначала воспользуйтесь поиском по теме и по форуму, возможно его в декомпилированном виде или с исходным кодом уже выкладывали у нас на сайте.
  2. Попытайтесь декомпилировать самостоятельно: CLEO - декриптор, декомпилятор; AHK - распаковщик .exe; LuaJIT - декомпилятор.
  3. Просить о декомпиляции .asi, .sf, .dll, .exe почти бесполезно, часто такие просьбы остаются без ответа и вряд ли вам это что-то даст. Можете попробовать сами, IDA Pro к вашим услугам.
    • Это не касается .exe, которые являются скомпилированными AutoHotKey-скриптами (.ahk).
  4. Добавьте название скрипта к сообщению, если оно известно - это поможет другим пользователям найти его с помощью поиска.
  5. 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.
 
Последнее редактирование:

xusum

Участник
45
5
Декомпелируйте пж
Название DMG INFORMER by p1c
CLEO:
{$CLEO .cs}
{$USE CLEO+}
{$USE file}
{$USE newOpcodes}

0000: NOP
8AFA:   not is_samp_available
004D: jump_if_false -37
0001: wait 100 ms
0002: jump -17
0AF8: samp add_message_to_chat "DMG Informer {ff0000}v 0.1 {ffffff}(0.3.7 RC2) by {ff0000}p1cador" color 16777215
0006: 9@ = 0
0006: 3@ = -1
0006: 25@ = 0
0006: 26@ = 0
0006: 14@ = 0
0006: 15@ = 0
0006: 16@ = 0
0006: 17@ = 0
0952: load_soundtrack 1149
0AAC: 0@ = load_audiostream "CLEO\p1cador.mp3"
0B78: log "{F44336}[p1cador] > Audio Loaded!"
0B6D: render 31@ = create_font "Arial" height 10 flags 12
0B6D: render 30@ = create_font "Arial" height 21 flags 13
0AC8: 29@ = allocate_memory_size 48
0AC8: 28@ = allocate_memory_size 48
0007: 10@ = 339.0
0007: 11@ = 174.0
0BE1: raknet setup_outcoming_rpc_hook -805
0001: wait 0 ms
00D6: if
0039:   25@ == 9

:Label307
004D: jump_if_false -548
000A: 9@ += 1
0007: 10@ = 384.0
0B60: convert_game_screen_coords 10@ 11@ to_window_screen_coords 12@ 13@
00D6: if
0B5C:  samp is_player 4@ paused
004D: jump_if_false -402
0AD3: 28@ = format "{FFFFFF}AFK"
0002: jump -467
00D6: if
0118:   actor 7@ dead
004D: jump_if_false -451
0AD3: 28@ = format "{ff0000} ÂÛÅÁÀÍ" 15@
0002: jump -467
0AD3: 28@ = format "-%.2f" 15@
0B6F: render font 30@ draw_text 28@ pos 12@ 13@ color -1879113728
0B6C: render 24@ = font 30@ draw_height
005A: 24@ += 13@ // (int)
0AD3: 29@ = format "%s[%d]" 8@ 14@
0B6F: render font 31@ draw_text 29@ pos 12@ 24@ color -251658241
0002: jump -548
00D6: if
0039:   26@ == 10
004D: jump_if_false -758
000A: 9@ += 1
0007: 10@ = 294.0
0B60: convert_game_screen_coords 10@ 11@ to_window_screen_coords 12@ 13@
0B6B: render 23@ = font 31@ draw_text 29@ length
0063: 12@ -= 23@ // (float)
00D6: if or
0118:   actor $0[3] dead
8256:   not player $0[3] defined
004D: jump_if_false -660
0AD3: 28@ = format ""
0AD3: 29@ = format ""
0002: jump -697
0AD3: 28@ = format "- %.2f" 17@
0AD3: 29@ = format "%s[%d]" 18@ 16@
0B6F: render font 30@ draw_text 28@ pos 12@ 13@ color 2147418112
0B6C: render 24@ = font 30@ draw_height
005A: 24@ += 13@ // (int)
0B6F: render font 31@ draw_text 29@ pos 12@ 24@ color -251674689
0002: jump -758
00D6: if
0039:   9@ == 450
004D: jump_if_false -798
0006: 25@ = -1
0006: 26@ = -1
0002: jump -798
0002: jump @Label307
0BE5: raknet 2@ = get_hook_param 1
00D6: if
0039:   2@ == 115
004D: jump_if_false -1032
0BE5: raknet 1@ = get_hook_param 0
0BE7: raknet 3@ = bit_stream_read 1@ type 1
0BE7: raknet 4@ = bit_stream_read 1@ type 2
0BE7: raknet 5@ = bit_stream_read 1@ type 3
0BE7: raknet 6@ = bit_stream_read 1@ type 3
0BE7: raknet 6@ = bit_stream_read 1@ type 3
0006: 9@ = 0
00D6: if
0039:   3@ == 0
004D: jump_if_false -965
0006: 25@ = 9
0085: 14@ = 4@ // (int)
0085: 15@ = 5@ // (int)
0B20: samp 7@ = actor_handle_by_samp_player_id 14@
0B36: samp 8@ = get_player_nickname 14@
0AAD: set_mp3 0@ perform_action 1
0002: jump -965
00D6: if
0039:   3@ == 1
004D: jump_if_false @Label1021
0006: 26@ = 10
0085: 16@ = 4@ // (int)
0085: 17@ = 5@ // (int)
0B36: samp 18@ = get_player_nickname 16@
0002: jump @Label1021
0BE0: raknet hook_ret 1
0002: jump @Label1036
0BE0: raknet hook_ret 1
 

xusum

Участник
45
5
Вскройте, пожалуйста, файл. У меня при декомпиляции показывает 5 строчек.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE CLEO+}

03A4: name_thread 'SWITCH'
0662: printstring "GTA V Char Switch V1"
0662: printstring "Subscribe Rizky Aldiansyah"

:Label65
0001: wait 100 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @Label65
0209: 0@ = random_int_in_ranges 1 9
0002: jump -102
0100:   actor in_car
hex
 04 00
end
00D6: if or
0039:   0@ == 1
0039:   0@ == 2
0039:   0@ == 3
004D: jump_if_false -288
0006: 1@ = 1
0001: wait 10 ms
0006: 2@ = 0
0001: wait 10 ms
0006: 3@ = 0
0001: wait 10 ms
0006: 4@ = 0
0001: wait 10 ms
0007: 7@ = 1736.176
0007: 8@ = -2105.578
0007: 9@ = 13.5468
0001: wait 10 ms
0007: 11@ = 837.61
0007: 12@ = -1863.7
0007: 13@ = 12.8671
0001: wait 10 ms
0007: 21@ = 906.19
0007: 22@ = 979.6
0007: 23@ = 10.8203
0002: jump -660
0100:   actor in_car
hex
 04 00
end
00D6: if or
0039:   0@ == 4
0039:   0@ == 5
0039:   0@ == 6
004D: jump_if_false -474
0006: 1@ = 1
0001: wait 10 ms
0006: 2@ = 0
0001: wait 10 ms
0006: 3@ = 0
0001: wait 10 ms
0006: 4@ = 0
0001: wait 10 ms
0007: 7@ = 1255.9
0007: 8@ = -2166.352
0007: 9@ = 43.4692
0001: wait 10 ms
0007: 11@ = 2675.732
0007: 12@ = -2481.82
0007: 13@ = 13.6319
0001: wait 10 ms
0007: 21@ = -332.9
0007: 22@ = 1519.14
0007: 23@ = 75.2593
0002: jump -660
0100:   actor in_car
hex
 04 00
end
00D6: if or
0039:   0@ == 7
0039:   0@ == 8
0039:   0@ == 9
004D: jump_if_false -102
0006: 1@ = 1
0001: wait 10 ms
0006: 2@ = 0
0001: wait 10 ms
0006: 3@ = 0
0001: wait 10 ms
0006: 4@ = 0
0001: wait 10 ms
0007: 7@ = 1992.976
0007: 8@ = -1232.47
0007: 9@ = 20.4563
0001: wait 10 ms
0007: 11@ = -1709.52
0007: 12@ = 1343.31
0007: 13@ = 7.1796
0001: wait 10 ms
0007: 21@ = 2292.2
0007: 22@ = 573.41
0007: 23@ = 7.7812
0002: jump -660
0100:   actor in_car
hex
 05 E8
end
0203:   actor on_foot
hex
 01 30 FC FF FF 00
end

:Label673
00D6: if
0039:   1@ == 1
004D: jump_if_false -749
0006: 37@ = 0
0006: 38@ = 50
0006: 39@ = 0
04C4: store_coords_to 31@ TIMERA TIMERB from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5
0002: jump @Label976
hex
 00 D6
end
0400: store_coords_to 31@ TIMERA TIMERB from_object
0039:   3@ == 1
004D: jump_if_false -825
0006: 37@ = 50
0006: 38@ = 30
0006: 39@ = 0
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5
0002: jump @Label976
hex
 00 D6
end
0400: store_coords_to 21@ 22@ 23@ from_object
0039:   2@ == 1
004D: jump_if_false -901
0006: 37@ = 0
0006: 38@ = 30
0006: 39@ = 50
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5
0002: jump @Label976
hex
 00 D6
end
0400: store_coords_to 11@ 12@ 13@ from_object
0039:   4@ == 1
004D: jump_if_false @Label976
0006: 37@ = 50
0006: 38@ = 50
0006: 39@ = 50
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.5
0002: jump @Label976

:Label976
0001: wait 0 ms
00D6: if and
8818:   not actor $PLAYER_ACTOR in_air
80DF:   not actor $PLAYER_ACTOR driving
004D: jump_if_false @Label976
00D6: if and
00E1:   player 3 pressed_key 7
00E1:   player 3 pressed_key 1
004D: jump_if_false -673
0001: wait 500 ms
00D6: if and
00E1:   player 3 pressed_key 7
00E1:   player 3 pressed_key 1
004D: jump_if_false -673
09F1: play_audio_at_actor $PLAYER_ACTOR event 1054
0575: set_actor $PLAYER_ACTOR keep_position 1
0812: AS_actor $PLAYER_ACTOR perform_animation "IDLE_HBHB" IFP "PED" framedelta 1.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 // versionB
015D: set_gamespeed 0.0
0826: enable_hud 0
0581: enable_radar 0
0390: load_txd_dictionary 'GANTENG'
038F: load_texture "ch_wheel" as 20 // Load dictionary with 0390 first
038F: load_texture "ch_char" as 21 // Load dictionary with 0390 first
038F: load_texture "frank_ac" as 24 // Load dictionary with 0390 first
038F: load_texture "maik_ac" as 25 // Load dictionary with 0390 first
038F: load_texture "trev_ac" as 26 // Load dictionary with 0390 first
038F: load_texture "onli_ac" as 27 // Load dictionary with 0390 first
038F: load_texture "vig_efk" as 30 // Load dictionary with 0390 first
03F0: enable_text_draw 1
0002: jump -1234
0100:   actor in_car
hex
 04 00
end
038F: load_texture "ch_cj1" as 29 // Load dictionary with 0390 first
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 37@ 38@ 39@ 150
038D: draw_texture 30 position 320.0 224.0 size 1100.0 448.0 RGBA 170 170 170 255
038D: draw_texture 20 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 255
038D: draw_texture 29 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 255
038D: draw_texture 21 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 200
038D: draw_texture 24 position 640.0 190.0 size 128.0 230.0 RGBA 200 200 200 255
00D6: if
0A52:
hex
 04 34
end
004D: jump_if_false -1495
09F1: play_audio_at_actor $PLAYER_ACTOR event 1135
0002: jump -2612
hex
 00 D6
end
0400: store_coords_to 230.0 200 200 from_object
0A52:
hex
 04 35
end
004D: jump_if_false -1526
09F1: play_audio_at_actor $PLAYER_ACTOR event 1135
0002: jump -4008
hex
 00 D6
end
0400: store_coords_to 230.0 200 200 from_object
0A52:
hex
 04 33
end
004D: jump_if_false -1586
09F1: play_audio_at_actor $PLAYER_ACTOR event 1054
015D: set_gamespeed 1.0
0826: enable_hud 1
0575: set_actor $PLAYER_ACTOR keep_position 0
015A: restore_camera
0581: enable_radar 1
0792: disembark_instantly_actor $PLAYER_ACTOR
0002: jump -660
hex
 00 D6
end
0400: store_coords_to 230.0 200 200 from_object
0A52:
hex
 04 32
end
004D: jump_if_false -1234
00D6: if
0039:   1@ == 0
004D: jump_if_false -1234
03F0: enable_text_draw 0
0001: wait 0 ms
052C: set_player $PLAYER_CHAR drunk_visuals 30
0169: set_fade_color_RGB 200 200 200
01B4: set_player $PLAYER_CHAR can_move 0
015D: set_gamespeed 1.0
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 50 0 150
038D: draw_texture 30 position 320.0 224.0 size 1100.0 448.0 RGBA 170 170 170 255
02EB: restore_camera_with_jumpcut
04C4: store_coords_to $Marker_Emmets_Gun $Pickup_Emmets_Colt45 $STAT_Lung_Capacity from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 0.0 3.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 1
0001: wait 2000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 50.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 100.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 400.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 2000 ms
00A1: put_actor $PLAYER_ACTOR at 31@ TIMERA TIMERB
04C4: store_coords_to 31@ TIMERA TIMERB from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0936: set_camera $Marker_Emmets_Gun $Pickup_Emmets_Colt45 400.0 position_to 31@ TIMERA 400.0 time 10000 smooth_transition 1
0920: point_camera $Marker_Emmets_Gun $Pickup_Emmets_Colt45 $STAT_Lung_Capacity transverse_to 31@ TIMERA TIMERB time 10000 smooth_transition 1
0001: wait 10000 ms
09C7: change_player $PLAYER_CHAR model_to 0
015F: set_camera_position 31@ TIMERA 400.0 rotation 0.0 0.0 0.0
0160: set_camera_point_at 31@ TIMERA TIMERB switchstyle 2
0001: wait 1000 ms
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 400.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 100.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -2.0 50.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -2.0 10.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
0575: set_actor $PLAYER_ACTOR keep_position 0
01B4: set_player $PLAYER_CHAR can_move 1
052C: set_player $PLAYER_CHAR drunk_visuals 0
015A: restore_camera
0826: enable_hud 1
0792: disembark_instantly_actor $PLAYER_ACTOR
0581: enable_radar 1
0169: set_fade_color_RGB 0 0 0
0006: 1@ = 1
0006: 2@ = 0
0006: 3@ = 0
0006: 4@ = 0
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 50 0 120
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 50 0 90
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 50 0 70
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 50 0 50
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 50 0 20
0001: wait 10 ms
03F0: enable_text_draw 1
0002: jump -660
0100:   actor in_car
hex
 04 00
end
038F: load_texture "ch_sw1" as 29 // Load dictionary with 0390 first
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 37@ 38@ 39@ 150
038D: draw_texture 30 position 320.0 224.0 size 1100.0 448.0 RGBA 170 170 170 255
038D: draw_texture 20 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 255
038D: draw_texture 29 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 255
038D: draw_texture 21 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 200
038D: draw_texture 25 position 640.0 190.0 size 128.0 230.0 RGBA 200 200 200 255
00D6: if
0A52:
hex
 04 34
end
004D: jump_if_false @Label2872
09F1: play_audio_at_actor $PLAYER_ACTOR event 1135
0002: jump -5397

:Label2872
00D6: if
0A52:
hex
 04 35
end
004D: jump_if_false @Label2902
09F1: play_audio_at_actor $PLAYER_ACTOR event 1135
0002: jump -1234

:Label2902
00D6: if
0A52:
hex
 04 33
end
004D: jump_if_false @Label2961
09F1: play_audio_at_actor $PLAYER_ACTOR event 1054
015D: set_gamespeed 1.0
0826: enable_hud 1
0575: set_actor $PLAYER_ACTOR keep_position 0
015A: restore_camera
0581: enable_radar 1
0792: disembark_instantly_actor $PLAYER_ACTOR
0002: jump -660

:Label2961
00D6: if
0A52:
hex
 04 32
end
004D: jump_if_false -2612
00D6: if
0039:   2@ == 0
004D: jump_if_false -2612
03F0: enable_text_draw 0
0001: wait 0 ms
023C: load_special_actor 'SWEET' as 1 // models 290-299
052C: set_player $PLAYER_CHAR drunk_visuals 30
01B4: set_player $PLAYER_CHAR can_move 0
015D: set_gamespeed 1.0
0169: set_fade_color_RGB 200 200 200
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 30 50 150
038D: draw_texture 30 position 320.0 224.0 size 1100.0 448.0 RGBA 170 170 170 255
02EB: restore_camera_with_jumpcut
04C4: store_coords_to $PLAYER_GROUP $12 $13 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 0.0 3.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 1
0001: wait 2000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 50.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 100.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 400.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 2000 ms
00A1: put_actor $PLAYER_ACTOR at 11@ 12@ 13@
04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0936: set_camera $PLAYER_GROUP $12 400.0 position_to 11@ 12@ 400.0 time 10000 smooth_transition 1
0920: point_camera $PLAYER_GROUP $12 $13 transverse_to 11@ 12@ 13@ time 10000 smooth_transition 1
0001: wait 10000 ms
09C7: change_player $PLAYER_CHAR model_to 290
015F: set_camera_position 11@ 12@ 400.0 rotation 0.0 0.0 0.0
0160: set_camera_point_at 11@ 12@ 13@ switchstyle 2
0001: wait 1000 ms
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 400.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 100.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -2.0 50.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -2.0 10.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
0575: set_actor $PLAYER_ACTOR keep_position 0
01B4: set_player $PLAYER_CHAR can_move 1
052C: set_player $PLAYER_CHAR drunk_visuals 0
0169: set_fade_color_RGB 0 0 0
0792: disembark_instantly_actor $PLAYER_ACTOR
015A: restore_camera
0826: enable_hud 1
0575: set_actor $PLAYER_ACTOR keep_position 0
0581: enable_radar 1
0006: 1@ = 0
0006: 2@ = 1
0006: 3@ = 0
0006: 4@ = 0
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 30 50 120
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 30 50 90
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 30 50 70
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 30 50 50
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 0 30 50 20
0001: wait 10 ms
03F0: enable_text_draw 1
0002: jump -660
0100:   actor in_car
hex
 04 00
end
038F: load_texture "ch_sm1" as 29 // Load dictionary with 0390 first
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 37@ 38@ 39@ 150
038D: draw_texture 30 position 320.0 224.0 size 1100.0 448.0 RGBA 170 170 170 255
038D: draw_texture 20 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 255
038D: draw_texture 29 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 255
038D: draw_texture 21 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 200
038D: draw_texture 26 position 640.0 190.0 size 128.0 230.0 RGBA 200 200 200 255
00D6: if
0A52:
hex
 04 34
end
004D: jump_if_false @Label4268
09F1: play_audio_at_actor $PLAYER_ACTOR event 1135
0002: jump -1234

:Label4268
00D6: if
0A52:
hex
 04 35
end
004D: jump_if_false @Label4298
09F1: play_audio_at_actor $PLAYER_ACTOR event 1135
0002: jump -5397

:Label4298
00D6: if
0A52:
hex
 04 33
end
004D: jump_if_false @Label4357
09F1: play_audio_at_actor $PLAYER_ACTOR event 1054
015D: set_gamespeed 1.0
0826: enable_hud 1
0575: set_actor $PLAYER_ACTOR keep_position 0
015A: restore_camera
0581: enable_radar 1
0792: disembark_instantly_actor $PLAYER_ACTOR
0002: jump -660

:Label4357
00D6: if
0A52:
hex
 04 32
end
004D: jump_if_false -4008
00D6: if
0039:   3@ == 0
004D: jump_if_false -4008
03F0: enable_text_draw 0
0001: wait 0 ms
023C: load_special_actor 'SMOKE' as 1 // models 290-299
052C: set_player $PLAYER_CHAR drunk_visuals 30
0169: set_fade_color_RGB 200 200 200
01B4: set_player $PLAYER_CHAR can_move 0
015D: set_gamespeed 1.0
02EB: restore_camera_with_jumpcut
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 30 0 150
038D: draw_texture 30 position 320.0 224.0 size 1100.0 448.0 RGBA 170 170 170 255
04C4: store_coords_to $Help_Bicycle_1_Shown $Marker_Trucking_Mission $23 from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 0.0 3.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 1
0001: wait 2000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 50.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 100.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 400.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 2000 ms
00A1: put_actor $PLAYER_ACTOR at 21@ 22@ 23@
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0936: set_camera $Help_Bicycle_1_Shown $Marker_Trucking_Mission 400.0 position_to 21@ 22@ 400.0 time 10000 smooth_transition 1
0920: point_camera $Help_Bicycle_1_Shown $Marker_Trucking_Mission $23 transverse_to 21@ 22@ 23@ time 10000 smooth_transition 1
0001: wait 10000 ms
09C7: change_player $PLAYER_CHAR model_to 290
015F: set_camera_position 21@ 22@ 400.0 rotation 0.0 0.0 0.0
0160: set_camera_point_at 21@ 22@ 23@ switchstyle 2
0001: wait 1000 ms
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 400.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 100.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -2.0 50.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -2.0 10.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
0575: set_actor $PLAYER_ACTOR keep_position 0
01B4: set_player $PLAYER_CHAR can_move 1
052C: set_player $PLAYER_CHAR drunk_visuals 0
0169: set_fade_color_RGB 0 0 0
0792: disembark_instantly_actor $PLAYER_ACTOR
015A: restore_camera
0826: enable_hud 1
0581: enable_radar 1
0006: 1@ = 0
0006: 2@ = 0
0006: 3@ = 1
0006: 4@ = 0
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 30 0 120
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 30 0 90
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 30 0 70
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 30 0 50
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 30 0 20
0001: wait 10 ms
03F0: enable_text_draw 1
0002: jump -660
0100:   actor in_car
hex
 04 00
end
038F: load_texture "ch_rd1" as 29 // Load dictionary with 0390 first
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 37@ 38@ 39@ 150
038D: draw_texture 30 position 320.0 224.0 size 1100.0 448.0 RGBA 170 170 170 255
038D: draw_texture 20 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 255
038D: draw_texture 29 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 255
038D: draw_texture 21 position 640.0 380.0 size 128.0 128.0 RGBA 255 255 255 200
038D: draw_texture 27 position 640.0 190.0 size 128.0 230.0 RGBA 200 200 200 255
00D6: if
0A52:
hex
 04 34
end
004D: jump_if_false @Label5657
09F1: play_audio_at_actor $PLAYER_ACTOR event 1135
0002: jump -4008

:Label5657
00D6: if
0A52:
hex
 04 35
end
004D: jump_if_false @Label5687
09F1: play_audio_at_actor $PLAYER_ACTOR event 1135
0002: jump -2612

:Label5687
00D6: if
0A52:
hex
 04 33
end
004D: jump_if_false @Label5746
09F1: play_audio_at_actor $PLAYER_ACTOR event 1054
015D: set_gamespeed 1.0
0826: enable_hud 1
0575: set_actor $PLAYER_ACTOR keep_position 0
015A: restore_camera
0581: enable_radar 1
0792: disembark_instantly_actor $PLAYER_ACTOR
0002: jump -660

:Label5746
00D6: if
0A52:
hex
 04 32
end
004D: jump_if_false -5397
00D6: if
0039:   4@ == 0
004D: jump_if_false -5397
023C: load_special_actor 'RYDER' as 1 // models 290-299
03F0: enable_text_draw 0
0001: wait 0 ms
0169: set_fade_color_RGB 200 200 200
01B4: set_player $PLAYER_CHAR can_move 0
015D: set_gamespeed 1.0
052C: set_player $PLAYER_CHAR drunk_visuals 30
02EB: restore_camera_with_jumpcut
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 50 50 150
038D: draw_texture 30 position 320.0 224.0 size 1100.0 448.0 RGBA 170 170 170 255
04C4: store_coords_to $Move_Axis_X $Move_Axis_Y $Special_Axis_X from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 0.0 3.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 1
0001: wait 2000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
0173: set_actor $PLAYER_ACTOR Z_angle_to 310.0
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 50.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 100.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 400.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 2000 ms
00A1: put_actor $PLAYER_ACTOR at 7@ 8@ 9@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0936: set_camera $Move_Axis_X $Move_Axis_Y 400.0 position_to 7@ 8@ 400.0 time 10000 smooth_transition 1
0920: point_camera $Move_Axis_X $Move_Axis_Y $Special_Axis_X transverse_to 7@ 8@ 9@ time 10000 smooth_transition 1
0001: wait 10000 ms
09C7: change_player $PLAYER_CHAR model_to 290
015F: set_camera_position 7@ 8@ 400.0 rotation 0.0 0.0 0.0
0160: set_camera_point_at 7@ 8@ 9@ switchstyle 2
0001: wait 1000 ms
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 400.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -1.0 100.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -2.0 50.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
016A: fade 0 time 100
0001: wait 100 ms
016A: fade 1 time 100
067E: put_camera_on_actor $PLAYER_ACTOR offset 0.0 -2.0 10.0 target_actor $PLAYER_ACTOR tilt 0.0 switchstyle 2
0001: wait 1000 ms
0575: set_actor $PLAYER_ACTOR keep_position 0
01B4: set_player $PLAYER_CHAR can_move 1
052C: set_player $PLAYER_CHAR drunk_visuals 0
0169: set_fade_color_RGB 0 0 0
0792: disembark_instantly_actor $PLAYER_ACTOR
015A: restore_camera
0826: enable_hud 1
0581: enable_radar 1
0006: 1@ = 0
0006: 2@ = 0
0006: 3@ = 0
0006: 4@ = 1
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 50 0 120
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 50 0 90
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 50 0 70
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 50 0 50
0001: wait 10 ms
03F0: enable_text_draw 1
03F0: enable_text_draw 0
0001: wait 0 ms
038E: draw_box_position 200.0 200.0 size 1500.0 700.0 RGBA 50 50 0 20
0001: wait 10 ms
03F0: enable_text_draw 1
0002: jump -660
 

SHokage

Новичок
18
0
CLEO:
{$CLEO .cs}
{$USE CLEO+}
{$USE file}
{$USE newOpcodes}

0000: NOP
8AFA:   not is_samp_available
004D: jump_if_false -37
0001: wait 100 ms
0002: jump -17
0AF8: samp add_message_to_chat "DMG Informer {ff0000}v 0.1 {ffffff}(0.3.7 RC2) by {ff0000}p1cador" color 16777215
0006: 9@ = 0
0006: 3@ = -1
0006: 25@ = 0
0006: 26@ = 0
0006: 14@ = 0
0006: 15@ = 0
0006: 16@ = 0
0006: 17@ = 0
0952: load_soundtrack 1149
0AAC: 0@ = load_audiostream "CLEO\p1cador.mp3"
0B78: log "{F44336}[p1cador] > Audio Loaded!"
0B6D: render 31@ = create_font "Arial" height 10 flags 12
0B6D: render 30@ = create_font "Arial" height 21 flags 13
0AC8: 29@ = allocate_memory_size 48
0AC8: 28@ = allocate_memory_size 48
0007: 10@ = 339.0
0007: 11@ = 174.0
0BE1: raknet setup_outcoming_rpc_hook -805
0001: wait 0 ms
00D6: if
0039:   25@ == 9

:Label307
004D: jump_if_false -548
000A: 9@ += 1
0007: 10@ = 384.0
0B60: convert_game_screen_coords 10@ 11@ to_window_screen_coords 12@ 13@
00D6: if
0B5C:  samp is_player 4@ paused
004D: jump_if_false -402
0AD3: 28@ = format "{FFFFFF}AFK"
0002: jump -467
00D6: if
0118:   actor 7@ dead
004D: jump_if_false -451
0AD3: 28@ = format "{ff0000} ÂÛÅÁÀÍ" 15@
0002: jump -467
0AD3: 28@ = format "-%.2f" 15@
0B6F: render font 30@ draw_text 28@ pos 12@ 13@ color -1879113728
0B6C: render 24@ = font 30@ draw_height
005A: 24@ += 13@ // (int)
0AD3: 29@ = format "%s[%d]" 8@ 14@
0B6F: render font 31@ draw_text 29@ pos 12@ 24@ color -251658241
0002: jump -548
00D6: if
0039:   26@ == 10
004D: jump_if_false -758
000A: 9@ += 1
0007: 10@ = 294.0
0B60: convert_game_screen_coords 10@ 11@ to_window_screen_coords 12@ 13@
0B6B: render 23@ = font 31@ draw_text 29@ length
0063: 12@ -= 23@ // (float)
00D6: if or
0118:   actor $0[3] dead
8256:   not player $0[3] defined
004D: jump_if_false -660
0AD3: 28@ = format ""
0AD3: 29@ = format ""
0002: jump -697
0AD3: 28@ = format "- %.2f" 17@
0AD3: 29@ = format "%s[%d]" 18@ 16@
0B6F: render font 30@ draw_text 28@ pos 12@ 13@ color 2147418112
0B6C: render 24@ = font 30@ draw_height
005A: 24@ += 13@ // (int)
0B6F: render font 31@ draw_text 29@ pos 12@ 24@ color -251674689
0002: jump -758
00D6: if
0039:   9@ == 450
004D: jump_if_false -798
0006: 25@ = -1
0006: 26@ = -1
0002: jump -798
0002: jump @Label307
0BE5: raknet 2@ = get_hook_param 1
00D6: if
0039:   2@ == 115
004D: jump_if_false -1032
0BE5: raknet 1@ = get_hook_param 0
0BE7: raknet 3@ = bit_stream_read 1@ type 1
0BE7: raknet 4@ = bit_stream_read 1@ type 2
0BE7: raknet 5@ = bit_stream_read 1@ type 3
0BE7: raknet 6@ = bit_stream_read 1@ type 3
0BE7: raknet 6@ = bit_stream_read 1@ type 3
0006: 9@ = 0
00D6: if
0039:   3@ == 0
004D: jump_if_false -965
0006: 25@ = 9
0085: 14@ = 4@ // (int)
0085: 15@ = 5@ // (int)
0B20: samp 7@ = actor_handle_by_samp_player_id 14@
0B36: samp 8@ = get_player_nickname 14@
0AAD: set_mp3 0@ perform_action 1
0002: jump -965
00D6: if
0039:   3@ == 1
004D: jump_if_false @Label1021
0006: 26@ = 10
0085: 16@ = 4@ // (int)
0085: 17@ = 5@ // (int)
0B36: samp 18@ = get_player_nickname 16@
0002: jump @Label1021
0BE0: raknet hook_ret 1
0002: jump @Label1036
0BE0: raknet hook_ret 1
Спасибо, только вот как его "использовать"? Я скопировал код в файл .cs , но самп вылетает с ошибкой
 

xusum

Участник
45
5
Спасибо, только вот как его "использовать"? Я скопировал код в файл .cs , но самп вылетает с ошибкой
переписал код на человеческий, должно скомпилироваться
CLEO:
{$CLEO} 
{$USE CLEO+}
{$USE file}
{$USE newOpcodes}
0000:   
repeat
wait 0
until 0AFA:  is_samp_available
0AF8: samp add_message_to_chat "DMG Informer {ff0000}v 0.1 {ffffff}(0.3.7 RC2) by {ff0000}p1cador" color 0xffffff
9@ = 0
3@ = -1
25@ = 0
26@ = 0           
14@ = 0
15@ = 0
16@ = 0
17@ = 0
0952: load_soundtrack 1149
0AAC: 0@ = load_audiostream "CLEO\p1cador.mp3"   
0B78: log "{F44336}[p1cador] > Audio Loaded!"
0b6d: render 31@ = create_font "Arial" height 10 flags 12
0b6d: render 30@ = create_font "Arial" height 21 flags 13
0AC8: 29@ = allocate_memory_size 48
0AC8: 28@ = allocate_memory_size 48
10@ = 339.0
11@ = 174.0 
0BE1: raknet setup_outcoming_rpc_hook @oRPC   

while true
wait 0         
    if 25@ == 9         
    then
        9@ += 1
        10@ = 384.0
        0B60: convert_game_screen_coords 10@ 11@ to_window_screen_coords 12@ 13@ 
        if 0B5C:  samp is_player 4@ paused
        then format 28@ "{FFFFFF}AFK"
        else
            if 0118:   actor 7@ dead
            then format 28@ "{ff0000} ВЫЕБАН" 15@
            else format 28@ "-%.2f" 15@
            end
        end
        0b6f: render font 30@ draw_text 28@ pos 12@ 13@ color 0x8fff0000
        0B6C: render 24@ = font 30@ draw_height
        005A: 24@ -= 13@       
        format 29@ "%s[%d]" 8@ 14@         
        0b6f: render font 31@ draw_text 29@ pos 12@ 24@ color 0xf0ffffff
    end   
    if 26@ == 10 
    then
        9@ += 1
        10@ = 294.0         
        0B60: convert_game_screen_coords 10@ 11@ to_window_screen_coords 12@ 13@     
        0B6B: render 23@ = font 31@ draw_text 29@ length
        0063: 12@ -= 23@       
        if or
        0118:   actor $PLAYER_ACTOR dead
        0256:   player $PLAYER_CHAR defined
        then
            format 28@ ""
            format 29@ ""
        else
            format 28@ "- %.2f" 17@
            format 29@ "%s[%d]" 18@ 16@
        end
        0b6f: render font 30@ draw_text 28@ pos 12@ 13@ color 0x7fff0000 
        0B6C: render 24@ = font 30@ draw_height
        005a: 24@ -= 13@         
        0b6f: render font 31@ draw_text 29@ pos 12@ 24@ color 0xf0FFBFBF
    end         
    if 9@ == 450
    then
        25@ = -1
        26@ = -1
    end
end

:oRPC     
0BE5: raknet 2@ = get_hook_param 1
if 0039: 2@ == 115
then
    0BE5: raknet 1@ = get_hook_param 0
    0BE7: raknet 3@ = bit_stream_read 1@ type 1
    0BE7: raknet 4@ = bit_stream_read 1@ type 2
    0BE7: raknet 5@ = bit_stream_read 1@ type 3
    0BE7: raknet 6@ = bit_stream_read 1@ type 3
    0BE7: raknet 6@ = bit_stream_read 1@ type 3
    9@ = 0                                             
    if 3@ == 0
    then 
        25@ = 9
        0085: 14@ = 4@
        0085: 15@ = 5@
        0B20: samp 7@ = actor_handle_by_samp_player_id 14@ 
        0B36: samp 8@ = get_player_nickname 14@
        0AAD: set_mp3 0@ perform_action 1             
    end   
    if 3@ == 1
    then
        26@ = 10
        0085: 16@ = 4@
        0085: 17@ = 5@
        0B36: samp 18@ = get_player_nickname 16@
    end
end
0BE0: raknet hook_ret true