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StrikeBot420

Новичок
Автор темы
8
0
Hello can someone edit this cleo? This aimbot working when owner online in server but if he offline not work script aimbot not target. Can someone edit this to use any time?

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
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
 

hnnssy

Известный
Друг
2,684
2,748
easy way:
CLEO:
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"
replace to this:
CLEO:
0C29: $4 = stristr string1 21@ string2 "blasthack"
0C29: $4 = stristr string1 21@ string2 "uzhenetot"
 

StrikeBot420

Новичок
Автор темы
8
0
easy way:
CLEO:
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"
replace to this:
CLEO:
0C29: $4 = stristr string1 21@ string2 "blasthack"
0C29: $4 = stristr string1 21@ string2 "uzhenetot"
Now so much lagg but fps 100. Any ideas ?
easy way:
CLEO:
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"
replace to this:
CLEO:
0C29: $4 = stristr string1 21@ string2 "blasthack"
0C29: $4 = stristr string1 21@ string2 "uzhenetot"
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
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 "blasthack"
0C29: $4 = stristr string1 21@ string2 "uzhenetot"
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
 
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