Декомпиляция скриптов

FYP

Известный
Автор темы
Администратор
1,758
5,732
GVWUrNJ.png
eNo5cSj.png


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 - декомпилятор1, декомпилятор2.
  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 или Ghidra 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:

Kur0me

Новичок
2
0
dec please
 

Вложения

  • Alocker+fastrem.cs
    8.7 KB · Просмотры: 5
  • pricel.cs
    10.1 KB · Просмотры: 6

хромиус)

:steamhappy:
Друг
4,963
3,234
@banana Я думаю,что стоит вставить свои 5 копеек.Люди заходят в эту тему,чтобы получить примерный исходный код скриптов/проверить самому на вредонос и т.п.То,что ты кидаешь,трудно назвать декомпиляцией/декриптом
В твоих вариантах даже банально не видно,что происходит в коде
1693679122422.png
 
  • Нравится
Реакции: minxty и Kur0me
10
3
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
декомп
 

Вложения

  • 1.2 [Bot-Ferma RadmirRP] Version 1.2.luac
    47.1 KB · Просмотры: 8

Митя Евгеньевич

Известный
316
126
kur0me
alocker:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE bitwise}
{$USE CLEO+}

0000: NOP
0001: wait 2000 ms
0006: 2@ = 0
0AC6: 0@ = label @Label2343 offset
0AB1: call_scm_func -2611 1 0@
0AC6: 0@ = label -2454 offset
0AB1: call_scm_func -2611 1 0@
00D6: if
8AA2:   not 0@ = load_library "samp.dll" // IF and SET
004D: jump_if_false @Label81
0A93: end_custom_thread

:Label81
0AAC: 22@ = load_audiostream "CLEO\MP3\door_unlock.mp3"
0AAC: 23@ = load_audiostream "CLEO\MP3\door_lock.mp3"
0AC6: 1@ = label @Label235 offset
0AC6: 2@ = label @Label243 offset
000A: 1@ += 2
0AC7: 3@ = var 11@ offset
0A8C: write_memory 1@ size 4 value 3@ virtual_protect 1
000E: 1@ -= 2
0006: 11@ = 0
0AB1: call_scm_func -249 3 0@ 2@ 1@
0006: 9@ = 0
0002: jump @Label321

:Label235
hex
 83 35 F8 AA 81 01 01 C3
end

:Label243
hex
 "alock" 00
end

:Label249
0085: 3@ = 0@ // (int)
000A: 3@ += 2549964
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 1
0085: 4@ = 0@ // (int)
000A: 4@ += 430080
0AA6: call_method 4@ struct 3@ num_params 2 pop 0 2@ 1@
0AB2: 0 ret

:Label321
0001: wait 0 ms
00D6: if
0039:   11@ == 0
004D: jump_if_false @Label409
0002: jump @Label350

:Label350
0001: wait 0 ms
00D6: if
0039:   12@ == 1
004D: jump_if_false @Label533
0AC6: 0@ = label -2538 offset
0AB1: call_scm_func -2611 1 0@
0006: 12@ = 0
0002: jump @Label533

:Label409
0001: wait 0 ms
00D6: if
0039:   11@ == 1
004D: jump_if_false @Label526
0002: jump @Label438

:Label438
0001: wait 0 ms
00D6: if
0039:   12@ == 0
004D: jump_if_false @Label533
0AC6: 0@ = label -2574 offset
0AB1: call_scm_func -2611 1 0@
0006: 12@ = 1
0002: jump @Label497

:Label497
0001: wait 0 ms
00D6: if
0039:   11@ == 0
004D: jump_if_false @Label497
0002: jump @Label533

:Label526
0002: jump @Label533

:Label533
00D6: if
0039:   9@ == 1
004D: jump_if_false @Label942
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label942
0001: wait 300 ms
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/rem"
0AB1: call_scm_func @Label2289 1 0@
0AC9: free_allocated_memory 0@
0006: 9@ = 0
0001: wait 300 ms
00D6: if
0039:   14@ == 1
004D: jump_if_false @Label700
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 1"
0AB1: call_scm_func @Label2289 1 0@
0AC9: free_allocated_memory 0@
0006: 9@ = 0
0006: 14@ = 0
0002: jump @Label930

:Label700
00D6: if
0039:   14@ == 2
004D: jump_if_false @Label779
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 2"
0AB1: call_scm_func @Label2289 1 0@
0AC9: free_allocated_memory 0@
0006: 9@ = 0
0006: 14@ = 0
0002: jump @Label930

:Label779
00D6: if
0039:   14@ == 3
004D: jump_if_false @Label858
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 3"
0AB1: call_scm_func @Label2289 1 0@
0AC9: free_allocated_memory 0@
0006: 9@ = 0
0006: 14@ = 0
0002: jump @Label930

:Label858
00D6: if
0039:   14@ == 4
004D: jump_if_false @Label930
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 4"
0AB1: call_scm_func @Label2289 1 0@
0AC9: free_allocated_memory 0@
0006: 9@ = 0
0006: 14@ = 0

:Label930
0AAD: set_mp3 23@ perform_action 1
0001: wait 300 ms

:Label942
00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@
0AE2: 13@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 5.0 find_next 1 pass_wrecked 1 //IF and SET
004D: jump_if_false @Label321
0001: wait 0 ms
00D6: if and
0039:   11@ == 0
0AB0:   key_pressed 49
0AB0:   key_pressed 18
0203:   actor $PLAYER_ACTOR near_car 13@ radius 5.0 5.0 flag 0 on_foot
004D: jump_if_false @Label1050
0002: jump @Label1997
0002: jump @Label1456

:Label1050
00D6: if and
0039:   11@ == 0
0AB0:   key_pressed 50
0AB0:   key_pressed 18
0203:   actor $PLAYER_ACTOR near_car 13@ radius 5.0 5.0 flag 0 on_foot
004D: jump_if_false @Label1110
0002: jump @Label2070
0002: jump @Label1456

:Label1110
00D6: if and
0039:   11@ == 0
0AB0:   key_pressed 51
0AB0:   key_pressed 18
0203:   actor $PLAYER_ACTOR near_car 13@ radius 5.0 5.0 flag 0 on_foot
004D: jump_if_false @Label1170
0002: jump @Label2143
0002: jump @Label1456

:Label1170
00D6: if and
0039:   11@ == 0
0AB0:   key_pressed 52
0AB0:   key_pressed 18
0203:   actor $PLAYER_ACTOR near_car 13@ radius 5.0 5.0 flag 0 on_foot
004D: jump_if_false @Label1230
0002: jump @Label2216
0002: jump @Label1456

:Label1230
00D6: if
0AB1: call_scm_func @Label2749 0
004D: jump_if_false @Label1289
00D6: if and
0AB0:   key_pressed 49
0AB0:   key_pressed 18
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1289
0002: jump @Label1456
0002: jump @Label1456

:Label1289
00D6: if and
00DF:   actor $PLAYER_ACTOR driving
0AB0:   key_pressed 50
0AB0:   key_pressed 18
004D: jump_if_false @Label1327
0002: jump @Label1579
0002: jump @Label1456

:Label1327
00D6: if and
00DF:   actor $PLAYER_ACTOR driving
0AB0:   key_pressed 51
0AB0:   key_pressed 18
004D: jump_if_false @Label1365
0002: jump @Label1702
0002: jump @Label1456

:Label1365
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label321
00D6: if and
0AB0:   key_pressed 52
0AB0:   key_pressed 18
004D: jump_if_false @Label1414
0002: jump @Label1825
0002: jump @Label1456

:Label1414
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label321
00D6: if and
0AB0:   key_pressed 53
0AB0:   key_pressed 18
004D: jump_if_false @Label321
0002: jump @Label1948

:Label1456
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 1"
0AB1: call_scm_func @Label2289 1 0@
0001: wait 500 ms
0AC9: free_allocated_memory 0@
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1525
03C0: 13@ = actor $PLAYER_ACTOR car

:Label1525
09B3: get_car 13@ door_status 10@
00D6: if
0039:   10@ == 0
004D: jump_if_false @Label1565
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533

:Label1565
0AAD: set_mp3 23@ perform_action 1
0002: jump @Label533

:Label1579
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 2"
0AB1: call_scm_func @Label2289 1 0@
0001: wait 500 ms
0AC9: free_allocated_memory 0@
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1648
03C0: 13@ = actor $PLAYER_ACTOR car

:Label1648
09B3: get_car 13@ door_status 10@
00D6: if
0039:   10@ == 0
004D: jump_if_false @Label1688
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533

:Label1688
0AAD: set_mp3 23@ perform_action 1
0002: jump @Label533

:Label1702
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 3"
0AB1: call_scm_func @Label2289 1 0@
0001: wait 500 ms
0AC9: free_allocated_memory 0@
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1771
03C0: 13@ = actor $PLAYER_ACTOR car

:Label1771
09B3: get_car 13@ door_status 10@
00D6: if
0039:   10@ == 0
004D: jump_if_false @Label1811
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533

:Label1811
0AAD: set_mp3 23@ perform_action 1
0002: jump @Label533

:Label1825
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 4"
0AB1: call_scm_func @Label2289 1 0@
0001: wait 500 ms
0AC9: free_allocated_memory 0@
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1894
03C0: 13@ = actor $PLAYER_ACTOR car

:Label1894
09B3: get_car 13@ door_status 10@
00D6: if
0039:   10@ == 0
004D: jump_if_false @Label1811
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533
0AAD: set_mp3 23@ perform_action 1
0002: jump @Label533

:Label1948
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/key"
0AB1: call_scm_func @Label2289 1 0@
0001: wait 300 ms
0AC9: free_allocated_memory 0@
0002: jump @Label533

:Label1997
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 1"
0AB1: call_scm_func @Label2289 1 0@
0006: 9@ = 1
0001: wait 500 ms
0AC9: free_allocated_memory 0@
0006: 14@ = 1
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533

:Label2070
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 2"
0AB1: call_scm_func @Label2289 1 0@
0006: 9@ = 1
0001: wait 300 ms
0AC9: free_allocated_memory 0@
0006: 14@ = 2
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533

:Label2143
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 3"
0AB1: call_scm_func @Label2289 1 0@
0006: 9@ = 1
0001: wait 300 ms
0AC9: free_allocated_memory 0@
0006: 14@ = 3
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533

:Label2216
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 4"
0AB1: call_scm_func @Label2289 1 0@
0006: 9@ = 1
0001: wait 300 ms
0AC9: free_allocated_memory 0@
0006: 14@ = 4
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533

:Label2289
00D6: if
0AA2: 1@ = load_library "samp.dll" // IF and SET
004D: jump_if_false @Label2338
000A: 1@ += 430480
0AA5: call 1@ num_params 1 pop 0 0@

:Label2338
0AB2: 0 ret

:Label2343
hex
 7B 36 33 46 46 37 32 7D 5B 41 4C 6F 63 6B 65 72
 5D 20 7B 46 41 46 41 46 41 7D E7 E0 E3 F0 F3 E6
 E5 ED 21 20 C0 E2 F2 EE F0 20 2D 20 7B 46 46 35
 38 35 38 7D 53 65 72 67 65 5F 54 6F 6E 20 5B 30
 32 5D 7B 46 41 46 41 46 41 7D 20 F1 EF E5 F6 E8
 E0 EB FC ED EE 20 E4 EB FF 20 7B 46 46 35 38 35
 38 7D 4F 4E 45 41 53 20 53 54 55 44 49 4F 00 7B
 36 33 46 46 37 32 7D 5B 41 4C 6F 63 6B 65 72 5D
 7B 46 46 35 38 35 38 7D 20 41 4C 54 2B 31 2D 34
 20 7B 46 41 46 41 46 41 7D 2D 20 2F 6C 6F 63 6B
 20 31 2D 34 2C 7B 46 46 35 38 35 38 7D 20 41 4C
 54 2B 35 20 7B 46 41 46 41 46 41 7D 2D 20 2F 6B
 65 79 00 7B 36 33 46 46 37 32 7D 5B 41 4C 6F 63
 6B 65 72 5D 20 2D 20 7B 46 46 35 38 35 38 7D E2
 EA EB FE F7 E5 ED 00 7B 36 33 46 46 37 32 7D 5B
 41 4C 6F 63 6B 65 72 5D 20 2D 20 7B 46 46 35 38
 35 38 7D E2 FB EA EB FE F7 E5 ED 00
end

:Label2611
0AA2: 31@ = load_library "kernel32.dll" // IF and SET
0AA4: 30@ = get_proc_address "GetModuleHandleA" library 31@ // IF and SET
0AA7: call_function 30@ num_params 1 pop 0 "samp.dll" 3@
0A8E: 2@ = 3@ + 2549960 // int
0A8D: 1@ = read_memory 2@ size 4 virtual_protect 1
0A8E: 2@ = 3@ + 423008 // int
0AA6: call_method 2@ struct 1@ num_params 5 pop 0 0 6553458 0 0@ 8
0AB2: 0 ret

:Label2749
0AA2: 1@ = load_library "samp.dll" // IF and SET
000A: 1@ += 2549964
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 5344
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
00D6: if
8039:   not  1@ == 0
004D: jump_if_false @Label2833
059A:   return_false
0002: jump @Label2835

:Label2833
0485:   return_true

:Label2835
0AB2: 0 ret

03C0: 13@ = actor $PLAYER_ACTOR car
09B3: get_car 13@ door_status 10@
00D6: if
0039:   10@ == 0
004D: jump_if_false @Label1688
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533
0AAD: set_mp3 23@ perform_action 1
0002: jump @Label533
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 3"
0AB1: call_scm_func @Label2289 1 0@
0001: wait 500 ms
0AC9: free_allocated_memory 0@
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1771
03C0: 13@ = actor $PLAYER_ACTOR car
09B3: get_car 13@ door_status 10@
00D6: if
0039:   10@ == 0
004D: jump_if_false @Label1811
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533
0AAD: set_mp3 23@ perform_action 1
0002: jump @Label533
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 4"
0AB1: call_scm_func @Label2289 1 0@
0001: wait 500 ms
0AC9: free_allocated_memory 0@
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1894
03C0: 13@ = actor $PLAYER_ACTOR car
09B3: get_car 13@ door_status 10@
00D6: if
0039:   10@ == 0
004D: jump_if_false @Label1811
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533
0AAD: set_mp3 23@ perform_action 1
0002: jump @Label533
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/key"
0AB1: call_scm_func @Label2289 1 0@
0001: wait 300 ms
0AC9: free_allocated_memory 0@
0002: jump @Label533
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 1"
0AB1: call_scm_func @Label2289 1 0@
0006: 9@ = 1
0001: wait 500 ms
0AC9: free_allocated_memory 0@
0006: 14@ = 1
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 2"
0AB1: call_scm_func @Label2289 1 0@
0006: 9@ = 1
0001: wait 300 ms
0AC9: free_allocated_memory 0@
0006: 14@ = 2
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 3"
0AB1: call_scm_func @Label2289 1 0@
0006: 9@ = 1
0001: wait 300 ms
0AC9: free_allocated_memory 0@
0006: 14@ = 3
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533
0AC8: 0@ = allocate_memory_size 35
0AD3: 0@ = format "/lock 4"
0AB1: call_scm_func @Label2289 1 0@
0006: 9@ = 1
0001: wait 300 ms
0AC9: free_allocated_memory 0@
0006: 14@ = 4
0AAD: set_mp3 22@ perform_action 1
0002: jump @Label533
00D6: if
0AA2: 1@ = load_library "samp.dll" // IF and SET
004D: jump_if_false @Label2338
000A: 1@ += 430480
0AA5: call 1@ num_params 1 pop 0 0@
0AB2: 0 ret
hex
 7B 36 33 46 46 37 32 7D 5B 41 4C 6F 63 6B 65 72
 5D 20 7B 46 41 46 41 46 41 7D E7 E0 E3 F0 F3 E6
 E5 ED 21 20 C0 E2 F2 EE F0 20 2D 20 7B 46 46 35
 38 35 38 7D 53 65 72 67 65 5F 54 6F 6E 20 5B 30
 32 5D 7B 46 41 46 41 46 41 7D 20 F1 EF E5 F6 E8
 E0 EB FC ED EE 20 E4 EB FF 20 7B 46 46 35 38 35
 38 7D 4F 4E 45 41 53 20 53 54 55 44 49 4F 00 7B
 36 33 46 46 37 32 7D 5B 41 4C 6F 63 6B 65 72 5D
 7B 46 46 35 38 35 38 7D 20 41 4C 54 2B 31 2D 34
 20 7B 46 41 46 41 46 41 7D 2D 20 2F 6C 6F 63 6B
 20 31 2D 34 2C 7B 46 46 35 38 35 38 7D 20 41 4C
 54 2B 35 20 7B 46 41 46 41 46 41 7D 2D 20 2F 6B
 65 79 00 7B 36 33 46 46 37 32 7D 5B 41 4C 6F 63
 6B 65 72 5D 20 2D 20 7B 46 46 35 38 35 38 7D E2
 EA EB FE F7 E5 ED 00 7B 36 33 46 46 37 32 7D 5B
 41 4C 6F 63 6B 65 72 5D 20 2D 20 7B 46 46 35 38
 35 38 7D E2 FB EA EB FE F7 E5 ED 00
end
0AA2: 31@ = load_library "kernel32.dll" // IF and SET
0AA4: 30@ = get_proc_address "GetModuleHandleA" library 31@ // IF and SET
0AA7: call_function 30@ num_params 1 pop 0 "samp.dll" 3@
0A8E: 2@ = 3@ + 2549960 // int
0A8D: 1@ = read_memory 2@ size 4 virtual_protect 1
0A8E: 2@ = 3@ + 423008 // int
0AA6: call_method 2@ struct 1@ num_params 5 pop 0 0 6553458 0 0@ 8
0AB2: 0 ret
0AA2: 1@ = load_library "samp.dll" // IF and SET
000A: 1@ += 2549964
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
000A: 1@ += 5344
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
00D6: if
8039:   not  1@ == 0
004D: jump_if_false @Label2833
059A:   return_false
0002: jump @Label2835
0485:   return_true
0AB2: 0 ret

0AC6: 0@ = label -13 offset
0006: 1@ = 1.213244E-41
0006: 2@ = 0
0085: 5@ = 0@ // (int)
000E: 5@ -= 13

:Label8718
802D:   not  2@ >= 1@ // (int)
004D: jump_if_false @Label8795
0A8D: 3@ = read_memory 0@ size 1 virtual_protect 1
0B12: 4@ = 3@ XOR 58
0A8C: write_memory 5@ size 1 value 4@ virtual_protect 1
000A: 0@ += 1
000A: 2@ += 1
000A: 5@ += 1
0002: jump @Label8718

:Label8795
0A9F: 0@ = current_thread_pointer
0A8E: 1@ = 0@ + 16 // int
000A: 0@ += 60
0006: 31@ = 3

:Label8824
0085: 29@ = 31@ // (int)
0012: 29@ *= 4
0A8E: 30@ = 0@ + 29@ // int
0A8C: write_memory 30@ size 4 value 0 virtual_protect 1
000A: 31@ += 1
0019:   31@ > 28
004D: jump_if_false @Label8824
0006: 29@ = 0
0006: 30@ = 0
0006: 31@ = 0
0006: 0@ = 0
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 1
000A: 1@ += 4
0A8C: write_memory 1@ size 4 value 2@ virtual_protect 1


pricel:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
{$USE CLEO+}
{$USE bitwise}
0000: NOP

:Label2
0001: wait 0 ms
0AFA:  is_samp_available
004D: jump_if_false @Label2

:Label15
0AB1: call_scm_func @Label319 16 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255 255

:Label73
0001: wait 0 ms
0470: 9@ = actor $PLAYER_ACTOR current_weapon
0AB1: call_scm_func @Label1290 1 9@ 6@
00D6: if
0039:   6@ == 1
004D: jump_if_false @Label15
0AB1: call_scm_func @Label548 0 22@
00D6: if
056D:   actor 22@ defined
004D: jump_if_false @Label15
00A0: store_actor $PLAYER_ACTOR position_to 1@ 2@ 3@
00A0: store_actor 22@ position_to 4@ 5@ 6@
050A: 17@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
0470: 28@ = actor $PLAYER_ACTOR current_weapon
0012: 28@ *= 112
000A: 28@ += 13150904
000A: 28@ += 4
0A8D: 27@ = read_memory 28@ size 4 virtual_protect 0
00D6: if
8025:   not  17@ > 27@ // (float)
004D: jump_if_false @Label312
0AB1: call_scm_func @Label319 16 255 255 0 0 255 255 0 0 255 255 0 0 255 255 0 0

:Label312
0002: jump @Label73

:Label319
0A8C: write_memory 5825633 size 1 value 0@ virtual_protect 0
0A8C: write_memory 5825660 size 1 value 1@ virtual_protect 0
0A8C: write_memory 5825651 size 1 value 2@ virtual_protect 0
0A8C: write_memory 5825638 size 1 value 3@ virtual_protect 0
0A8C: write_memory 5825568 size 1 value 4@ virtual_protect 0
0A8C: write_memory 5825587 size 1 value 5@ virtual_protect 0
0A8C: write_memory 5825578 size 1 value 6@ virtual_protect 0
0A8C: write_memory 5825573 size 1 value 7@ virtual_protect 0
0A8C: write_memory 5825471 size 1 value 8@ virtual_protect 0
0A8C: write_memory 5825498 size 1 value 9@ virtual_protect 0
0A8C: write_memory 5825489 size 1 value 10@ virtual_protect 0
0A8C: write_memory 5825480 size 1 value 11@ virtual_protect 0
0A8C: write_memory 5825260 size 1 value 12@ virtual_protect 0
0A8C: write_memory 5825281 size 1 value 13@ virtual_protect 0
0A8C: write_memory 5825270 size 1 value 14@ virtual_protect 0
0A8C: write_memory 5825265 size 1 value 15@ virtual_protect 0
0AB2: 0 ret

:Label548
0007: 28@ = 640.0
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

:Label598
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 @Label907
005A: 31@ += 30@ // (int)
00D6: if
056D:   actor 31@ defined
004D: jump_if_false @Label907
00D6: if
803C:   not  $PLAYER_ACTOR == 31@ // (int)
004D: jump_if_false @Label907
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
02CB:   actor 31@ bounding_sphere_visible
06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 1 particle 0
004D: jump_if_false @Label907
0AB1: call_scm_func @Label993 3 27@ 26@ 25@ 24@ 23@
00D6: if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
004D: jump_if_false @Label843
0509: 22@ = distance_between_XY 330.0 190.0 and_XY 24@ 23@
0002: jump @Label864

:Label843
0509: 22@ = distance_between_XY 339.0 179.0 and_XY 24@ 23@

:Label864
00D6: if
0035:   28@ >= 22@ // (float)
004D: jump_if_false @Label907
0087: 28@ = 22@ // (float)
0087: 15@ = 31@ // (float)
0006: 12@ = 1337

:Label907
000A: 30@ += 256
0019:   30@ > 35584
004D: jump_if_false @Label598
00D6: if
0039:   12@ == 1337
004D: jump_if_false @Label985
0006: 12@ = 0
00D6: if
056D:   actor 15@ defined
004D: jump_if_false @Label983
0485:   return_true
0002: jump @Label985

:Label983
059A:   return_false

:Label985
0AB2: 1 15@ ret

:Label993
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: 2 3@ 4@ ret

:Label1160
0A96: 2@ = actor 1@ struct
000A: 2@ += 1836
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0085: 1@ = 0@ // (int)
00D6: if
0039:   2@ == 2
004D: jump_if_false @Label1221
000A: 1@ += 25

:Label1221
00D6: if
0039:   2@ == 3
004D: jump_if_false @Label1246
000A: 1@ += 36

:Label1246
0012: 1@ *= 112
000A: 1@ += 13150904
000A: 1@ += 8
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0AB2: 1 1@ ret

:Label1290
0AB1: call_scm_func @Label1160 2 0@ $PLAYER_ACTOR 9@
00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 3@v 6@v 2@ 1@ 0@ 1.0
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 6@v 10@v 2@ 1@ 0@ 9@
00D6: if
86BD:   not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 0 car 0 actor 1 object 0 particle 0
004D: jump_if_false @Label1450
0006: 10@ = 1
0002: jump @Label1457

:Label1450
0006: 10@ = 0

:Label1457
0AB2: 1 10@ ret
 
  • Нравится
Реакции: Kur0me

NEDE7U

Участник
70
19
Декомпильните пожалуйста
 

Вложения

  • Rodin.luac
    375.3 KB · Просмотры: 8

RADMIR CHEAT 2.0

Потрачен
78
8
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
декомп пж
 

Вложения

  • fermer.luac
    99.6 KB · Просмотры: 4