Проверка скриптов и плагинов на вредоносное ПО

lemonager

;)
Автор темы
Всефорумный модератор
809
1,705
Версия SA-MP
  1. Любая
nX15Ep5.png

eNo5cSj.png

Общая тема для просьб о помощи проверки скриптов, плагинов и приложений.
Теперь не нужно создавать много отдельных тем о помощи с проверкой.

Рекомендации:
  1. Ставить к себе в игру что-либо с темы крайне не рекомендуется, если файл не был проверен опытным пользователем или Вы в нём сомневаетесь.
  2. Сообщения по типу "спасибо, помог" по правилам форума считаются флудом и будут удалены. Если вам помогли, вы можете нажать кнопку Мне нравится под ответом - это даст понять, что ответ верный.
eNo5cSj.png

qJTRxhB.png
 

AnUbiSa

Известный
363
142
вообщем, это точно вредонос, но мне нужно узнать что он делает

поставил на ноут по приколу проверить чё будет, в итоге в автозагрузке какая то залупа появилась, возможно не из-за скрипта
 

Вложения

  • Police_Helper_Report_v_0_0_2.luac
    28.6 KB · Просмотры: 10

Ottosm

Известный
339
151
Проверьте на стиллеры
 

Вложения

  • ArizonaC_TD.cs
    12.4 KB · Просмотры: 4

barjik

Известный
464
190
check pls
оставьте исходник, если не сложно
 

Вложения

  • ]OP[Surfly.cs
    19.9 KB · Просмотры: 4

ollydbg

Известный
163
113
check pls
оставьте исходник, если не сложно
Чист.
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread "$PLAYER_ACTOR"
0662: printstring "MADE BY OPCODEEXE"
0662: printstring ":D:D:D:D"
0662: printstring "WWW.YOUTUBE.COM/TVOPCODEEXE"

:Label81
0001: wait 0 ms
00D6: if and
0AB0:   key_pressed 88
0AB0:   key_pressed 18
004D: jump_if_false @Label81
0006: 29@ = 0
0006: 28@ = 0
04ED: load_animation "FALL_SKYDIVE"
0A96: 11@ = actor $PLAYER_ACTOR struct
0A8E: 3@ = 11@ + 1132 // int
0A8E: 4@ = 11@ + 1360 // int
0A8E: 5@ = 11@ + 1364 // int
018C: play_sound 1083 at 0.0 0.0 0.0
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 1 MP 0
0ACD: show_text_highpriority "~R~INFO: ~W~ SURFLY ACTIVATED." time 2000

:Label247
0001: wait 0 ms
00D6: if
8AB0:   not key_pressed 88
004D: jump_if_false @Label247

:Label266
00D6: if
8AB0:   not key_pressed 88
004D: jump_if_false @Label1794
0001: wait 0 ms
00D6: if
8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @Label1345
00D6: if
80DF:   not actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1978
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
068D: get_camera_position_to 20@ 21@ 22@
068E: get_camera_target_point_to 22@ 23@ 24@
0063: 22@ -= 20@ // (float)
0063: 23@ -= 21@ // (float)
0604: get_Z_angle_for_point 22@ 23@ store_to 7@
0173: set_actor $PLAYER_ACTOR Z_angle_to 7@
0662: printstring "FYPS SPEECALCULATION"
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0013: 8@ *= 1.001
0013: 9@ *= 1.001
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0
0A8D: 7@ = read_memory 5@ size 4 virtual_protect 0
0013: 6@ *= 15.0
0013: 7@ *= 15.0
005B: 8@ += 6@ // (float)
005B: 9@ += 7@ // (float)
0662: printstring "END"
00D6: if
0AB0:   key_pressed 87
004D: jump_if_false @Label611
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:Label611
00D6: if
0AB0:   key_pressed 65
004D: jump_if_false @Label701
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset -1.0 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:Label701
00D6: if
0AB0:   key_pressed 68
004D: jump_if_false @Label791
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:Label791
00D6: if
0AB0:   key_pressed 83
004D: jump_if_false @Label881
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)

:Label881
00D6: if
0AB0:   key_pressed 16
004D: jump_if_false @Label1003
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @Label912

:Label912
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
005B: 8@ += 23@ // (float)
005B: 9@ += 24@ // (float)
005B: 10@ += 25@ // (float)

:Label1003
00D6: if
0AB0:   key_pressed 32
004D: jump_if_false @Label1028
000B: 10@ += 20.0

:Label1028
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @Label1189
000B: 10@ += 0.2
00D6: if or
0AB0:   key_pressed 65
0AB0:   key_pressed 68
0AB0:   key_pressed 83
0AB0:   key_pressed 87
004D: jump_if_false @Label1182
04ED: load_animation "FALL_SKYDIVE"
04ED: load_animation "PARACHUTE"
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 2.0 loopA 0 lockX 0 lockY 0 lockF 0 time 0 // versionB
018C: play_sound 1131 at 0.0 0.0 0.0
0002: jump @Label1189

:Label1182
0002: jump @Label1189

:Label1189
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @Label1222
000B: 10@ += 0.1
0002: jump @Label1222

:Label1222
00D6: if and
0019:   29@ > 3
0AB0:   key_pressed 18
004D: jump_if_false @Label1305
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0017: 8@ /= 1.5
0017: 9@ /= 1.5
0017: 10@ /= 1.5
000B: 10@ += 0.4
0006: 29@ = 0

:Label1305
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 8@ 9@ 10@
0A8C: write_memory 3@ size 1 value 0 virtual_protect 0
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1

:Label1345
00D6: if
0611:   actor $PLAYER_ACTOR performing_animation "KO_SKID_BACK"
004D: jump_if_false @Label1423
0812: AS_actor $PLAYER_ACTOR perform_animation "LKUP_LOOP" IFP "ON_LOOKERS" framedelta 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
0687: clear_actor $PLAYER_ACTOR task

:Label1423
00D6: if
0AB0:   key_pressed 121
004D: jump_if_false @Label1780
00D6: if
80DF:   not actor $PLAYER_ACTOR driving
004D: jump_if_false @Label1608
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if and
0019:   29@ > 20
056E:   car 0@ defined
004D: jump_if_false @Label1780
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
00AB: put_car 0@ at 23@ 24@ 25@
0172: 25@ = actor $PLAYER_ACTOR Z_angle
0001: wait 0 ms
036A: put_actor $PLAYER_ACTOR in_car 0@
0175: set_car 0@ Z_angle_to 25@
0ACD: show_text_highpriority "[F10] ~R~E~W~NTERED..." time 1022
0001: wait 0 ms
0006: 29@ = 0
02EB: restore_camera_with_jumpcut
0002: jump @Label1780

:Label1608
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @Label1780
00D6: if and
0019:   29@ > 20
00DB:   actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @Label1780
0ACD: show_text_highpriority "[F10] ~R~R~W~EMOVED..." time 1022
04C4: store_coords_to 23@ 24@ 25@ from_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -1.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 23@ 24@ 25@
0001: wait 0 ms
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @Label1771
099A: set_car 0@ collision_detection 1

:Label1771
02EB: restore_camera_with_jumpcut
0006: 29@ = 0

:Label1780
000A: 29@ += 1
0002: jump @Label266

:Label1794
0ACD: show_text_highpriority "~R~INFO: ~W~ SURFLY DEACTIVATED." time 2000
0001: wait 100 ms
018C: play_sound 1084 at 0.0 0.0 0.0
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0
0687: clear_actor $PLAYER_ACTOR task
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to $NO_USE
00D6: if
056E:   car 0@ defined
004D: jump_if_false @Label1918
099A: set_car 0@ collision_detection 1

:Label1918
0001: wait 20 ms
8AB0:   not key_pressed 88
004D: jump_if_false @Label1918
0ACD: show_text_highpriority "~R~INFO: ~W~ MADE BY OPCODEEXE." time 950
0002: jump @Label81

:Label1978
03C0: 0@ = actor $PLAYER_ACTOR car
03AB: set_car 0@ strong 1
099A: set_car 0@ collision_detection 0
0A30: repair_car 0@
01EC: make_car 0@ very_heavy 1
07DA: set_car 0@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_body
07DB: set_car 0@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass
068D: get_camera_position_to 20@ 21@ 22@
068E: get_camera_target_point_to 22@ 23@ 24@
0063: 22@ -= 20@ // (float)
0063: 23@ -= 21@ // (float)
0604: get_Z_angle_for_point 22@ 23@ store_to 7@
0175: set_car 0@ Z_angle_to 7@
00D6: if
0AB0:   key_pressed 87
004D: jump_if_false @Label2220
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.03 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2220
00D6: if
0AB0:   key_pressed 83
004D: jump_if_false @Label2331
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 -0.03 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2331
00D6: if
0AB0:   key_pressed 65
004D: jump_if_false @Label2442
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset -0.03 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2442
00D6: if
0AB0:   key_pressed 68
004D: jump_if_false @Label2553
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.03 0.0 0.0
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2553
00D6: if
0AB0:   key_pressed 32
004D: jump_if_false @Label2664
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.0 0.03
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2664
00D6: if
0AB0:   key_pressed 16
004D: jump_if_false @Label2775
00A0: store_actor $PLAYER_ACTOR position_to 20@ 21@ 22@
0407: store_coords_to 23@ 24@ 25@ from_car 0@ with_offset 0.0 0.0 -0.03
0063: 23@ -= 20@ // (float)
0063: 24@ -= 21@ // (float)
0063: 25@ -= 22@ // (float)
07D5: set_car 0@ velocity_in_direction_XYZ 23@ 24@ 25@ rotation_velocitiesXY 0.0 0.0 unk 0.0

:Label2775
00D6: if and
0019:   29@ > 6
0AB0:   key_pressed 18
004D: jump_if_false @Label2807
04BA: set_car 0@ speed_to 0.0

:Label2807
0002: jump @Label1423
Чист.
Проверьте на стиллеры
Чист.
 
Последнее редактирование: