Декомпиляция скриптов

FYP

Известный
Автор темы
Администратор
1,771
6,027
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:

flexible_faceit

Новичок
3
1
ДОбрый вечер помогите дэкоспильнуть. весь день мучаюсь. Смог только не полностью, ниже скину что сам смог
 

Вложения

  • robot.luac
    65.5 KB · Просмотры: 11
  • table_robot.luac
    21 KB · Просмотры: 3
  • mos.luac
    6.9 KB · Просмотры: 4

flexible_faceit

Новичок
3
1
стало читаемо, но мне нужно то что скрыто такой фигней
\206\242\241\243\242\241\242\226\243\229\242/\237\229 \234\238\240\240\229\234\242\229\23
 

Вложения

  • table_robot.lua
    19.6 KB · Просмотры: 14
  • robot.lua
    70.6 KB · Просмотры: 9
  • mos.lua
    4.1 KB · Просмотры: 4
Последнее редактирование:

danywa

Известный
358
50
декомп пж
 

Вложения

  • roulette_rakbot022.luac
    4.4 KB · Просмотры: 5
  • roulette_rakbot021.luac
    4.2 KB · Просмотры: 3

Hatiko

Известный
Проверенный
1,534
646
Шо там внутри
 

Вложения

  • UltraFastConnect.cs
    1.1 KB · Просмотры: 7
  • Нравится
Реакции: Docker

SpnKO

Известный
56
14
Код:
// 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 
03A4: name_thread "$PLAYER_ACTOR" 

:$PLAYER_ACTOR_19
0001: wait 0 ms 
0AFA:  is_samp_available 
004D: jump_if_false @$PLAYER_ACTOR_19 
0006: 17@ = -2460 
0006: 16@ = -2338 
0006: 15@ = -1500 
0006: 14@ = -431 
0B34: samp register_client_command "aim" to_label @$PLAYER_ACTOR_2388 
0006: 25@ = 0 
0001: wait 10000 ms 

:$PLAYER_ACTOR_96
0001: wait 0 ms 
00D6: if 
0B61:  samp is_local_player_spawned 
004D: jump_if_false @$PLAYER_ACTOR_254 
0AB1: call_scm_func 17@ 0 18@ 
00D6: if or
0039:   18@ == 1 
0039:   18@ == 2 
0039:   18@ == 3 
0039:   18@ == 4 
004D: jump_if_false @$PLAYER_ACTOR_254 
0AF8: samp add_message_to_chat "Leidimas naudotis {00FF00}< Aim > {FFFF00}duotas! Aktyvuoti su: {00FF00}/aim" color -256 
0002: jump @$PLAYER_ACTOR_261 

:$PLAYER_ACTOR_254
0002: jump @$PLAYER_ACTOR_96 

:$PLAYER_ACTOR_261
0001: wait 0 ms 
00D6: if 
0039:   25@ == 1 
004D: jump_if_false @$PLAYER_ACTOR_405 
0AB1: call_scm_func 16@ 4 24 56 2.0 4 
00D6: if 
0AB0:   key_pressed 2 
004D: jump_if_false @$PLAYER_ACTOR_398 
00D6: if 
0AB1: call_scm_func 15@ 1 50.0 24@ 
004D: jump_if_false @$PLAYER_ACTOR_398 
00D6: if 
0AD2: 23@ = player $PLAYER_CHAR targeted_actor //IF and SET 
004D: jump_if_false @$PLAYER_ACTOR_384 
0AB1: call_scm_func 14@ 2 23@ 18@ 
0002: jump @$PLAYER_ACTOR_398 

:$PLAYER_ACTOR_384
0AB1: call_scm_func 14@ 2 24@ 18@ 

:$PLAYER_ACTOR_398
0002: jump @$PLAYER_ACTOR_424 

:$PLAYER_ACTOR_405
0AB1: call_scm_func 16@ 4 24 56 1.0 4 

:$PLAYER_ACTOR_424
0002: jump @$PLAYER_ACTOR_261 
0006: 10@ = -2030 
0006: 11@ = -877 
0006: 12@ = -670 
00D6: if and
8118:   not actor 0@ dead 
8B5C:   not samp is_player 0@ paused 
02CB:   actor 0@ bounding_sphere_visible 
004D: jump_if_false @$PLAYER_ACTOR_665 
00D6: if 
0AB1: call_scm_func 10@ 2 0@ 1@ 
004D: jump_if_false @$PLAYER_ACTOR_665 
068D: get_camera_position_to 4@ 5@ 6@ 
04C4: store_coords_to 7@ 8@ 9@ from_actor 0@ with_offset 0.0 0.0 0.0 
00D6: if 
06BD:   no_obstacles_between 7@ 8@ 9@ and 4@ 5@ 6@ solid 1 car 0 actor 0 object 1 particle 0 
004D: jump_if_false @$PLAYER_ACTOR_665 
0AB1: call_scm_func 11@ 3 7@ 8@ 9@ 5@ 4@ 
0AB1: call_scm_func 12@ 2 5@ 4@ 5@ 4@ 
00D6: if 
0AB0:   key_pressed 1 
004D: jump_if_false @$PLAYER_ACTOR_665 
0A8C: write_memory 11989592 size 4 value 4@ virtual_protect 0 

:$PLAYER_ACTOR_665
0AB2: 0 ret 
00D6: if 
8031:   not  0@ >= -0.2 
004D: jump_if_false @$PLAYER_ACTOR_768 
0087: 3@ = 0@ // (float) 
0013: 3@ *= 10.0 
0C0A: math 3@ = ceil 3@ // (float) 
0013: 3@ *= -1.0 
000F: 3@ -= 1.0 
0C09: math 4@ = power 1.47 3@ // (float) 
0017: 4@ /= 1000.0 
005B: 1@ += 4@ // (float) 

:$PLAYER_ACTOR_768
00D6: if 
0021:   0@ > 0.2 
004D: jump_if_false @$PLAYER_ACTOR_866 
0087: 3@ = 0@ // (float) 
0013: 3@ *= -10.0 
0C0A: math 3@ = ceil 3@ // (float) 
0013: 3@ *= -1.0 
000F: 3@ -= 1.0 
0C09: math 4@ = power 1.67 3@ // (float) 
0017: 4@ /= 1000.0 
005B: 1@ += 4@ // (float) 

:$PLAYER_ACTOR_866
0AB2: 2 0@ 1@ ret 
0006: 20@ = -1421 
0006: 21@ = -1465 
068D: get_camera_position_to 9@ 10@ 11@ 
0AB1: call_scm_func 20@ 6 0@ 1@ 2@ 9@ 10@ 11@ 12@ 
0AB1: call_scm_func 21@ 4 0@ 1@ 9@ 10@ 13@ 
000F: 12@ -= 270.0 
000F: 13@ -= 90.0 
0017: 12@ /= 57.29578 
0017: 13@ /= 57.29578 
0006: 22@ = -1071 
0006: 23@ = -1206 
0AB1: call_scm_func 22@ 2 12@ 13@ 12@ 13@ 
0AB1: call_scm_func 23@ 2 12@ 13@ 12@ 13@ 
0AB2: 2 12@ 13@ ret 
00D6: if 
0021:   0@ > 3.141593 
004D: jump_if_false @$PLAYER_ACTOR_1102 
000F: 0@ -= 6.283185 

:$PLAYER_ACTOR_1102
00D6: if 
8031:   not  0@ >= -3.141593 
004D: jump_if_false @$PLAYER_ACTOR_1133 
000B: 0@ += 6.283185 

:$PLAYER_ACTOR_1133
00D6: if 
0021:   1@ > 3.141593 
004D: jump_if_false @$PLAYER_ACTOR_1164 
000F: 1@ -= 6.283185 

:$PLAYER_ACTOR_1164
00D6: if 
8031:   not  1@ >= -3.141593 
004D: jump_if_false @$PLAYER_ACTOR_1195 
000B: 1@ += 6.283185 

:$PLAYER_ACTOR_1195
0AB2: 2 0@ 1@ ret 
0470: 31@ = actor $PLAYER_ACTOR current_weapon 
00D6: if and
0029:   31@ >= 22 
8019:   not  31@ > 29 
004D: jump_if_false @$PLAYER_ACTOR_1259 
000F: 0@ -= 0.0778 
000B: 1@ += 0.04253 

:$PLAYER_ACTOR_1259
00D6: if 
0039:   31@ == 32 
004D: jump_if_false @$PLAYER_ACTOR_1297 
000F: 0@ -= 0.0778 
000B: 1@ += 0.04253 

:$PLAYER_ACTOR_1297
00D6: if and
0029:   31@ >= 30 
8019:   not  31@ > 31 
004D: jump_if_false @$PLAYER_ACTOR_1342 
000F: 0@ -= 0.052 
000B: 1@ += 0.028 

:$PLAYER_ACTOR_1342
0006: 20@ = -1071 
00D6: if 
0039:   31@ == 33 
004D: jump_if_false @$PLAYER_ACTOR_1390 
000F: 0@ -= 0.0357 
000B: 1@ += 0.01897 

:$PLAYER_ACTOR_1390
0AB1: call_scm_func 20@ 2 0@ 1@ 0@ 1@ 
0AB2: 2 0@ 1@ ret 
0509: 6@ = distance_between_XY 0@ 1@ and_XY 3@ 4@ 
0063: 2@ -= 5@ // (float) 
0604: get_Z_angle_for_point 6@ 2@ store_to 7@ 
0AB2: 1 7@ ret 
0063: 0@ -= 2@ // (float) 
0063: 1@ -= 3@ // (float) 
0604: get_Z_angle_for_point 0@ 1@ store_to 4@ 
0AB2: 1 4@ ret 
0087: 28@ = 0@ // (float) 
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 

:$PLAYER_ACTOR_1548
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0 
000A: 29@ += 1 
00D6: if and
0029:   31@ >= 0 
001B:   128 > 31@ 
004D: jump_if_false @$PLAYER_ACTOR_1803 
005A: 31@ += 30@ // (int) 
00D6: if 
056D:   actor 31@ defined 
004D: jump_if_false @$PLAYER_ACTOR_1803 
00D6: if 
803C:   not  $PLAYER_ACTOR == 31@ // (int) 
004D: jump_if_false @$PLAYER_ACTOR_1803 
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 @$PLAYER_ACTOR_1803 
0AB1: call_scm_func @$PLAYER_ACTOR_1863 3 27@ 26@ 25@ 24@ 23@ 
0509: 22@ = distance_between_XY 339.0 179.0 and_XY 24@ 23@ 
00D6: if 
0035:   28@ >= 22@ // (float) 
004D: jump_if_false @$PLAYER_ACTOR_1803 
0087: 28@ = 22@ // (float) 
0087: 15@ = 31@ // (float) 

:$PLAYER_ACTOR_1803
000A: 30@ += 256 
0019:   30@ > 35584 
004D: jump_if_false @$PLAYER_ACTOR_1548 
00D6: if 
056D:   actor 15@ defined 
004D: jump_if_false @$PLAYER_ACTOR_1853 
0485:   return_true 
0002: jump @$PLAYER_ACTOR_1855 

:$PLAYER_ACTOR_1853
059A:   return_false 

:$PLAYER_ACTOR_1855
0AB2: 1 15@ ret 

:$PLAYER_ACTOR_1863
0AC7: 14@ = var 0@ offset 
0AC7: 15@ = var 3@ offset 
0AC7: 16@ = var 6@ offset 
0AC7: 17@ = var 9@ offset 
0AA5: call 7392816 num_params 6 pop 6 0 0 17@ 16@ 15@ 14@ 
0007: 12@ = 640.0 
0007: 13@ = 448.0 
0A8D: 14@ = read_memory 12677188 size 4 virtual_protect 0 
0A8D: 15@ = read_memory 12677192 size 4 virtual_protect 0 
0093: 14@ = integer 14@ to_float 
0093: 15@ = integer 15@ to_float 
0073: 12@ /= 14@ // (float) 
0073: 13@ /= 15@ // (float) 
006B: 3@ *= 12@ // (float) 
006B: 4@ *= 13@ // (float) 
0AB2: 2 3@ 4@ ret 
0006: TIMERB = 1 
0665: get_actor 0@ model_to 30@ 
00D6: if 
0039:   1@ == 1 
004D: jump_if_false @$PLAYER_ACTOR_2109 
00D6: if or
0039:   30@ == 105 
0039:   30@ == 106 
0039:   30@ == 107 
0039:   30@ == 65 
004D: jump_if_false @$PLAYER_ACTOR_2109 
0006: TIMERB = 0 

:$PLAYER_ACTOR_2109
00D6: if 
0039:   1@ == 2 
004D: jump_if_false @$PLAYER_ACTOR_2174 
00D6: if or
0039:   30@ == 102 
0039:   30@ == 103 
0039:   30@ == 104 
0039:   30@ == 195 
004D: jump_if_false @$PLAYER_ACTOR_2174 
0006: TIMERB = 0 

:$PLAYER_ACTOR_2174
00D6: if 
0039:   1@ == 3 
004D: jump_if_false @$PLAYER_ACTOR_2239 
00D6: if or
0039:   30@ == 124 
0039:   30@ == 125 
0039:   30@ == 126 
0039:   30@ == 169 
004D: jump_if_false @$PLAYER_ACTOR_2239 
0006: TIMERB = 0 

:$PLAYER_ACTOR_2239
00D6: if 
0039:   1@ == 4 
004D: jump_if_false @$PLAYER_ACTOR_2304 
00D6: if or
0039:   30@ == 117 
0039:   30@ == 118 
0039:   30@ == 120 
0039:   30@ == 263 
004D: jump_if_false @$PLAYER_ACTOR_2304 
0006: TIMERB = 0 

:$PLAYER_ACTOR_2304
00D6: if 
0039:   TIMERB == 1 
004D: jump_if_false @$PLAYER_ACTOR_2331 
0485:   return_true 
0002: jump @$PLAYER_ACTOR_2333 

:$PLAYER_ACTOR_2331
059A:   return_false 

:$PLAYER_ACTOR_2333
0AB2: 0 ret 
000A: 0@ += 36 
0012: 0@ *= 112 
000A: 0@ += 13150904 
005A: 0@ += 1@ // (int) 
0A8C: write_memory 0@ size 3@ value 2@ virtual_protect 0 
0AB2: 0 ret 

:$PLAYER_ACTOR_2388
0B12: 25@ = 25@ XOR 1 
00D6: if 
0039:   25@ == 1 
004D: jump_if_false @$PLAYER_ACTOR_2440 
0ACD: show_text_highpriority "Aim: ~g~ON" time 1500 
0002: jump @$PLAYER_ACTOR_2458 

:$PLAYER_ACTOR_2440
0ACD: show_text_highpriority "Aim: ~r~OFF" time 1500 

:$PLAYER_ACTOR_2458
0B43: samp cmd_ret 
0006: 17@ = 0 
0006: 19@ = 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 

:$PLAYER_ACTOR_2514
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0 
000A: 29@ += 1 
00D6: if and
0029:   31@ >= 0 
001B:   128 > 31@ 
004D: jump_if_false @$PLAYER_ACTOR_2813 
005A: 31@ += 30@ // (int) 
00D6: if and
803B:   not  31@ == $PLAYER_ACTOR // (int) 
056D:   actor 31@ defined 
004D: jump_if_false @$PLAYER_ACTOR_2813 
0B2B: samp 20@ = get_player_id_by_actor_handle 31@ 
0B36: samp 21@ = get_player_nickname 20@ 
00D6: if or
0C29: $4 = stristr string1 21@ string2 "Edvincik_Savas" 
0C29: $4 = stristr string1 21@ string2 "Edvin_Moroz" 
0C29: $4 = stristr string1 21@ string2 "Edvin_Gopnik" 
0C29: $4 = stristr string1 21@ string2 "Zdanka_Tawer" 
0C29: $4 = stristr string1 21@ string2 "Audi_Rulit" 
004D: jump_if_false @$PLAYER_ACTOR_2813 
0006: 18@ = -2846 
0665: get_actor 31@ model_to 23@ 
0AB1: call_scm_func 18@ 2 19@ 23@ 19@ 
0665: get_actor $PLAYER_ACTOR model_to 23@ 
0AB1: call_scm_func 18@ 2 17@ 23@ 17@ 
00D6: if 
803B:   not  17@ == 19@ // (int) 
004D: jump_if_false @$PLAYER_ACTOR_2813 
0006: 19@ = 0 

:$PLAYER_ACTOR_2813
000A: 30@ += 256 
0019:   30@ > 35584 
004D: jump_if_false @$PLAYER_ACTOR_2514 
0AB2: 1 19@ ret 
00D6: if or
0039:   1@ == 105 
0039:   1@ == 106 
0039:   1@ == 107 
0039:   1@ == 65 
004D: jump_if_false @$PLAYER_ACTOR_2892 
0006: 0@ = 1 

:$PLAYER_ACTOR_2892
00D6: if or
0039:   1@ == 102 
0039:   1@ == 103 
0039:   1@ == 104 
0039:   1@ == 195 
004D: jump_if_false @$PLAYER_ACTOR_2939 
0006: 0@ = 2 

:$PLAYER_ACTOR_2939
00D6: if or
0039:   1@ == 124 
0039:   1@ == 125 
0039:   1@ == 126 
0039:   1@ == 169 
004D: jump_if_false @$PLAYER_ACTOR_2986 
0006: 0@ = 3 

:$PLAYER_ACTOR_2986
00D6: if or
0039:   1@ == 117 
0039:   1@ == 118 
0039:   1@ == 120 
0039:   1@ == 263 
004D: jump_if_false @$PLAYER_ACTOR_3033 
0006: 0@ = 4 

:$PLAYER_ACTOR_3033
0AB2: 1 0@ ret
Раскройте код.
Код:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0662: printstring "===============================================================" 
0662: printstring "My VK: vk.com/id138101483" 
0662: printstring "My Skype: hackes8" 
0662: printstring "Group VK: vk.com/by_air" 
0662: printstring "My YouTube Channel: www.youtube.com/spacebmxair" 
0662: printstring "All rights reserved ©" 
0662: printstring "===============================================================" 

:Noname_287
0001: wait 0 ms 
0AFA:  is_samp_available 
004D: jump_if_false @Noname_287 
0006: 0@ = 1 
0BE1: raknet setup_outcoming_rpc_hook -477 
0B34: samp register_client_command "ascar" to_label @Noname_332 
0BDE: pause_thread 0 

:Noname_332
00D6: if 
0039:   0@ == 0 
004D: jump_if_false @Noname_415 
0006: 0@ = 1 
0AD0: show_formatted_text_lowpriority "~b~AntiCarSkill ~r~by AIR~b~:~n~~g~Actived!" time 2000 
0002: jump @Noname_475 

:Noname_415
0006: 0@ = 0 
0AD0: show_formatted_text_lowpriority "~b~AntiCarSkill ~r~by AIR~b~:~n~~p~Deactived!" time 2000 

:Noname_475
0B43: samp cmd_ret 
00D6: if 
0039:   0@ == 1 
004D: jump_if_false @Noname_524 
0BE5: raknet 1@ = get_hook_param 1 
00D6: if 
0039:   1@ == 106 
004D: jump_if_false @Noname_524 
0BE0: raknet hook_ret 0 

:Noname_524
0BE0: raknet hook_ret 1
Код:
// 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 
0001: wait 5000 ms 
0001: wait 5000 ms 
0001: wait 5000 ms 
0001: wait 5000 ms 
0AF8: samp add_message_to_chat "NoCamRestore by Dapo Show çàãðóæåí! Àêòèâàöèÿ: JJ êàê ÷èò." color 16777215 
0001: wait 0 ms 
0AF8: samp add_message_to_chat "Êàíàë àâòîðà ñêðèïòà:" color 12740351 
0001: wait 0 ms 
0AF8: samp add_message_to_chat "YouTube.com/DapoShow" color 16711680 
0AF8: samp add_message_to_chat " " color 16777215 
0AF8: samp add_message_to_chat " " color 16777215 
0001: wait 0 ms 
0001: wait 0 ms 
0A8D: 1@ = read_memory 5310892 size 1 virtual_protect 1 
0A8D: 2@ = read_memory 5310917 size 1 virtual_protect 1 
0A8D: 3@ = read_memory 5386662 size 1 virtual_protect 1 
0A8D: 4@ = read_memory 5386797 size 1 virtual_protect 1 
0A8D: 5@ = read_memory 5387194 size 1 virtual_protect 1 

:Noname_259
0001: wait 0 ms 
00D6: if and
0ADC:   test_cheat "JJ" 
0AFA:  is_samp_available 
8B21:   not samp is_chat_opened 
004D: jump_if_false @Noname_259 
0A8C: write_memory 5310892 size 1 value 235 virtual_protect 1 
0A8C: write_memory 5310917 size 1 value 235 virtual_protect 1 
0A8C: write_memory 5386662 size 1 value 235 virtual_protect 1 
0A8C: write_memory 5386797 size 1 value 235 virtual_protect 1 
0A8C: write_memory 5387194 size 1 value 235 virtual_protect 1 
0AF8: samp add_message_to_chat "NoCamRestore by Dapo Show âêëþ÷åí." color 16766720 

:Noname_398
0001: wait 0 ms 
00D6: if and
8B21:   not samp is_chat_opened 
0ADC:   test_cheat "JJ" 
004D: jump_if_false @Noname_398 
0A8C: write_memory 5310892 size 1 value 1@ virtual_protect 1 
0A8C: write_memory 5310917 size 1 value 2@ virtual_protect 1 
0A8C: write_memory 5386662 size 1 value 3@ virtual_protect 1 
0A8C: write_memory 5386797 size 1 value 4@ virtual_protect 1 
0A8C: write_memory 5387194 size 1 value 5@ virtual_protect 1 
0AF8: samp add_message_to_chat "NoCamRestore by Dapo Show âûêëþ÷åí." color 16766720 
0002: jump @Noname_259 
hex
 56
 
  • Нравится
Реакции: Docker