Вопросы по CLEO-скриптингу

stfbee22

Известный
69
3
Меняю на любую активацию - захожу в игру - при запуске крашит
В чем проблемка? Хелпаните)

CLEO:
// This file was decompiled using SASCM.ini published by GTAG ([URL]http://gtag.gtagaming.com/opcode-database[/URL]) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:Noname_2
wait0
   SAMP.Available
else_jump @Noname_2
gosub @Noname_4351
gosub @Noname_4458
0093: 12@ = integer $4 to_float
call @Noname_7502 $Phone_Ringing_Flag31@31@
0B34: samp register_client_command "quadasoft" to_label @Noname_498
0B34: samp register_client_command "recfg" to_label @Noname_630
0BE1: raknet setup_outcoming_rpc_hook -2342
0BE2: raknet setup_outcoming_packet_hook -2779
print "Quada Enjine [ACTIVATED]"3000

:Noname_133
wait0
if
   SAMP.Available
else_jump @Noname_376
ifand
   SAMP.IsLocalPlayerSpawned
   not SAMP.ChatInputOpened
else_jump @Noname_376
if
   not $Move_Axis_X == -1
else_jump @Noname_376
if
$Current_Time_in_ms2 == 2
else_jump @Noname_339
if
key_down $Move_Axis_X
else_jump @Noname_339
0B12: 31@ = 31@ XOR 1
if
$Move_Axis_Y == 1
else_jump @Noname_334
if
31@ == 1
else_jump @Noname_301
print "Quada Enjine [ACTIVATED]"1000
jump @Noname_334

:Noname_301
print "Quada Enjine [DEACTIVATED]"1000

:Noname_334
wait228

:Noname_339
if
$Current_Time_in_ms2 == 3
else_jump @Noname_376
call @Noname_3832 $Move_Axis_X $Move_Axis_Y31@

:Noname_376
jump @Noname_133

:Noname_383
wait0
if
key_down 0@
else_jump @Noname_417
2@ = 1
jump @Noname_424

:Noname_417
2@ = 0

:Noname_424
if
1@ == 1
else_jump @Noname_490
if
2@ == 1
else_jump @Noname_490
print "Quada Enjine [ACTIVATED]"50

:Noname_490
ret 12@

:Noname_498
if
   SAMP.IsLocalPlayerSpawned
else_jump @Noname_628
if
$Move_Axis_Y == 1
else_jump @Noname_618
if
31@ == 0
else_jump @Noname_585
print "Quada Enjine [ACTIVATED]"3000
jump @Noname_618

:Noname_585
print "Quada Enjine [DEACTIVATED]"3000

:Noname_618
0B12: 31@ = 31@ XOR 1

:Noname_628
SAMP.CmdRet

:Noname_630
if
   SAMP.IsLocalPlayerSpawned
else_jump @Noname_748
$4 = 25
$5 = 0
$6 = 1
$7 = 0
$8 = 1
$9 = 0
$10 = 1
$PLAYER_GROUP = 1
$12 = 0
$13 = 1
$DEFAULT_WAIT_TIME = 120
$Phone_Ringing_Flag = 0
$Current_Time_in_ms2 = 1
$Move_Axis_X = -1
$Move_Axis_Y = 1

:Noname_748
SAMP.CmdRet

:Noname_750
wait0
if
0@ == 1
else_jump @Noname_782
0B12: 1@ = 1@ XOR 1

:Noname_782
ret 11@

:Noname_790
wait0
0470: 0@ = actor $PLAYER_ACTOR current_weapon
ifor
0@ == 22
0@ == 29
else_jump @Noname_837
1@ = 8.25

:Noname_837
if
0@ == 23
else_jump @Noname_865
1@ = 13.2

:Noname_865
ifor
0@ == 28
0@ == 32
else_jump @Noname_900
1@ = 6.6

:Noname_900
ifor
0@ == 30
0@ == 31
else_jump @Noname_935
1@ = 9.900001

:Noname_935
if
0@ == 33
else_jump @Noname_963
1@ = 24.75

:Noname_963
if
0@ == 34
else_jump @Noname_991
1@ = 41.25

:Noname_991
ifor
0@ == 24
0@ == 38
else_jump @Noname_1026
1@ = 46.2

:Noname_1026
ifor
0@ == 25
0@ == 26
else_jump @Noname_1068
1@ = 3.3
1@ *= 15

:Noname_1068
if
0@ == 27
else_jump @Noname_1103
1@ = 4.95
1@ *= 8

:Noname_1103
ret 11@

:Noname_1111
wait0
0470: 25@ = actor $PLAYER_ACTOR current_weapon
0209: 15@ = random_int_in_ranges 39
4@ = RakNet.NewBitStream()
BitStream.Write(4@, 0, BS_TYPE_BOOL, 1)
BitStream.Write(4@, 0@, BS_TYPE_SHORT, 2)
BitStream.Write(4@, 1@, BS_TYPE_FLOAT, 4)
BitStream.Write(4@, 25@, BS_TYPE_INT, 4)
BitStream.Write(4@, 15@, BS_TYPE_INT, 4)
RakNet.LiteRPC(115, 4@)
RakNet.DeleteBitStream(4@)
ret 0

:Noname_1213
wait0
call @Noname_790013@
call @Noname_111120@13@
ret 0

:Noname_1251
wait0
Actor.StorePos(3@, 9@, 10@, 11@)
Actor.StorePos($PLAYER_ACTOR, 19@, 5@, 6@)
0470: 25@ = actor $PLAYER_ACTOR current_weapon
8@ = SAMP.GetSAMPPlayerIDByActorHandle(3@)
alloc 17@40
0C0D: struct 17@ offset 0 size 1 = 1
0C0D: struct 17@ offset 1 size 2 = 8@
0C0D: struct 17@ offset 3 size 4 = 19@
0C0D: struct 17@ offset 7 size 4 = 5@
0C0D: struct 17@ offset 11 size 4 = 6@
0C0D: struct 17@ offset 15 size 4 = 9@
0C0D: struct 17@ offset 19 size 4 = 10@
0C0D: struct 17@ offset 23 size 4 = 11@
0098: 22@ = random_float_in_ranges_0.0_to_1.0
0098: 23@ = random_float_in_ranges_0.0_to_1.0
0098: 24@ = random_float_in_ranges_0.0_to_1.0
0063: 28@ -= 22@// (float)
0063: 29@ -= 23@// (float)
0063: 30@ -= 24@// (float)
0209: 27@ = random_int_in_ranges 110
if
27@ >= 5
else_jump @Noname_1485
22@ = -0.2
0063: 22@ -= 28@// (float)

:Noname_1485
0209: 27@ = random_int_in_ranges 110
if
27@ >= 5
else_jump @Noname_1530
23@ = -0.2
0063: 23@ -= 29@// (float)

:Noname_1530
0209: 27@ = random_int_in_ranges 110
if
27@ >= 5
else_jump @Noname_1575
24@ = -0.2
0063: 24@ -= 30@// (float)

:Noname_1575
0C0D: struct 17@ offset 27 size 4 = 22@
0C0D: struct 17@ offset 31 size 4 = 23@
0C0D: struct 17@ offset 35 size 4 = 24@
0C0D: struct 17@ offset 39 size 1 = 25@
12@ = RakNet.NewBitStream()
BitStream.Write(12@, 206, BS_TYPE_BYTE, 1)
BitStream.Write(12@, 17@, BS_TYPE_ARRAY, 40)
RakNet.LiteSend(12@)
RakNet.DeleteBitStream(12@)
free 17@
if
0@ == 1
else_jump @Noname_1711
09B8: create_blood_gush_at 9@10@11@ with_offset 22@23@24@ density 2@ on_actor 3@

:Noname_1711
if
4@ == 1
else_jump @Noname_1742
call @Noname_121318@

:Noname_1742
ret 0

:Noname_1747
wait0
18@ = 1
if
   not0@ == 0
else_jump @Noname_2334
0665: get_actor 1@ model_to 17@
if
0@ == 1
else_jump @Noname_1841
ifor
17@ == 105
17@ == 106
17@ == 107
else_jump @Noname_1841
18@ = 0

:Noname_1841
if
0@ == 2
else_jump @Noname_1898
ifor
17@ == 102
17@ == 103
17@ == 104
else_jump @Noname_1898
18@ = 0

:Noname_1898
if
0@ == 3
else_jump @Noname_1955
ifor
17@ == 114
17@ == 115
17@ == 116
else_jump @Noname_1955
18@ = 0

:Noname_1955
if
0@ == 4
else_jump @Noname_2012
ifor
17@ == 108
17@ == 109
17@ == 110
else_jump @Noname_2012
18@ = 0

:Noname_2012
if
0@ == 5
else_jump @Noname_2072
ifor
17@ == 173
17@ == 174
17@ == 175
else_jump @Noname_2072
18@ = 0

:Noname_2072
if
0@ == 6
else_jump @Noname_2143
ifor
17@ == 111
17@ == 112
17@ == 125
17@ == 126
17@ == 127
else_jump @Noname_2143
18@ = 0

:Noname_2143
if
0@ == 7
else_jump @Noname_2193
ifor
17@ == 113
17@ == 124
else_jump @Noname_2193
18@ = 0

:Noname_2193
if
0@ == 8
else_jump @Noname_2271
ifor
17@ == 121
17@ == 122
17@ == 123
17@ == 117
17@ == 118
17@ == 120
else_jump @Noname_2271
18@ = 0

:Noname_2271
if
18@ == 0
else_jump @Noname_2334
if
2@ == 1
else_jump @Noname_2334
print "~g~Friendly ~r~Fire!"500

:Noname_2334
ret 118@
wait0
0BE5: raknet 10@ = get_hook_param 1
if
10@ == 115
else_jump @Noname_2393
if
31@ == 1
else_jump @Noname_2393
0BE0: raknet hook_ret 0

:Noname_2393
0BE0: raknet hook_ret 1

:Noname_2397
wait0
Actor.StorePos(0@, 1@, 2@, 3@)
0604: get_Z_angle_for_point 1@2@ store_to 17@
8@ = SAMP.GetSAMPPlayerIDByActorHandle($PLAYER_ACTOR)
alloc 4@68
0BBA: samp store_player 8@ onfoot_data 4@
0C0D: struct 4@ offset 30 size 4 = 17@
BitStream.Write(5@, 207, BS_TYPE_BYTE, 1)
BitStream.Write(5@, 4@, BS_TYPE_ARRAY, 68)
RakNet.LiteSend(5@)
RakNet.DeleteBitStream(5@)
free 4@
ret 0

:Noname_2505
wait0
0470: 2@ = actor $PLAYER_ACTOR current_weapon
ifor
2@ == 28
2@ == 29
2@ == 30
2@ == 31
2@ == 32
2@ == 38
else_jump @Noname_2584
0@ = 1
jump @Noname_2591

:Noname_2584
0@ = 2

:Noname_2591
0209: 19@ = random_int_in_ranges 110
if
0@ = 1
else_jump @Noname_2664
if
   not19@ > 2
else_jump @Noname_2650
1@ = 0
jump @Noname_2657

:Noname_2650
1@ = 1

:Noname_2657
jump @Noname_2703

:Noname_2664
if
   not19@ > 5
else_jump @Noname_2696
1@ = 1
jump @Noname_2703

:Noname_2696
1@ = 0

:Noname_2703
ret 11@

:Noname_2711
wait0
0A96: 2@ = actor $PLAYER_ACTOR struct
0A8E: 1@ = 2@ + 1948// int
0A8D: 2@ = read_memory 1@ size 1 virtual_protect 1
if
003B:  2@ == 0@// (int)
else_jump @Noname_2772
ret 11

:Noname_2772
ret 1 -1
wait0
0BE5: raknet 2@ = get_hook_param 0
0BE5: raknet 3@ = get_hook_param 1
if
3@ == 204
else_jump @Noname_2903
ifand
31@ == 1
$8 == 1
else_jump @Noname_2903
call @Noname_2711128@25@
if
   not25@ == 1
else_jump @Noname_2903
4@ = BitStream.GetDataPtr(2@)
26@ = SAMP.GetSAMPPlayerIDByActorHandle(28@)
0C0D: struct 4@ offset 1 size 2 = 26@

:Noname_2903
if
3@ == 206
else_jump @Noname_3184
if
31@ == 1
else_jump @Noname_3184
call @Noname_3474612@ $7 $12 $Move_Axis_Y $5 $107@
if
   not7@ == -1
else_jump @Noname_3184
008A: 28@ = 7@// (int)
068E: get_camera_target_point_to 15@27@21@
if
$9 == 0
else_jump @Noname_3093
if
$6 == 1
else_jump @Noname_3057
call @Noname_2397128@

:Noname_3057
call @Noname_12515 $13 $5 $DEFAULT_WAIT_TIME28@ $PLAYER_GROUP
0BE0: raknet hook_ret 0
jump @Noname_3184

:Noname_3093
call @Noname_2505013@
if
13@ == 1
else_jump @Noname_3184
if
$6 == 1
else_jump @Noname_3155
call @Noname_2397128@

:Noname_3155
call @Noname_12515 $13 $5 $DEFAULT_WAIT_TIME28@ $PLAYER_GROUP
0BE0: raknet hook_ret 0

:Noname_3184
0BE0: raknet hook_ret 1

:Noname_3188
wait0
0470: 25@ = actor $PLAYER_ACTOR current_weapon
ifor
25@ == 22
25@ == 23
25@ == 24
25@ == 26
25@ == 28
25@ == 32
else_jump @Noname_3263
0@ = 35.0

:Noname_3263
ifor
25@ == 25
25@ == 27
else_jump @Noname_3298
0@ = 40.0

:Noname_3298
if
25@ == 29
else_jump @Noname_3326
0@ = 45.0

:Noname_3326
if
25@ == 30
else_jump @Noname_3354
0@ = 70.0

:Noname_3354
if
25@ == 31
else_jump @Noname_3382
0@ = 90.0

:Noname_3382
if
25@ == 33
else_jump @Noname_3410
0@ = 100.0

:Noname_3410
if
25@ == 34
else_jump @Noname_3438
0@ = 320.0

:Noname_3438
if
25@ == 38
else_jump @Noname_3466
0@ = 75.0

:Noname_3466
ret 10@

:Noname_3474
wait0
28@ = 0.0

:Noname_3488
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:Noname_3528
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
ifand
31@ >= 0
128 > 31@
else_jump @Noname_4123
005A: 31@ += 30@// (int)
if
056D:   actor 31@ defined
else_jump @Noname_4123
if
803C:  not$PLAYER_ACTOR == 31@// (int)
else_jump @Noname_4123
04C4: store_coords_to 27@26@25@ from_actor 31@ with_offset 0.00.00.0
068D: get_camera_position_to 24@23@22@
8@ = SAMP.GetSAMPPlayerIDByActorHandle(31@)
ifand
   not Actor.Dead(31@)
02CB:   actor 31@ bounding_sphere_visible
   not SAMP.IsPlayerPaused(8@)
else_jump @Noname_4116
04C4: store_coords_to 10@11@12@ from_actor 31@ with_offset 0.00.00.0
call @Noname_4180310@11@12@13@14@
0509: 15@ = distance_between_XY 339.1179.1 and_XY 13@14@
if
0035:  28@ >= 15@// (float)
else_jump @Noname_4109
if
1@ == 0
else_jump @Noname_3861
if
06BD:   no_obstacles_between 27@26@25@and24@23@22@ solid 1 car 1 actor 0 object 1 particle 1
else_jump @Noname_3854
wait0
jump @Noname_3861

:Noname_3854
jump @Noname_4123

:Noname_3861
if
5@ == 0
else_jump @Noname_3902
if
0449:   actor 31@ in_a_car
else_jump @Noname_3902
jump @Noname_4123

:Noname_3902
if
4@ == 0
else_jump @Noname_3976
0509: 9@ = distance_between_XY 10@11@ and_XY 24@23@
call @Noname_3188020@
if
0035:  9@ >= 20@// (float)
else_jump @Noname_3976
jump @Noname_4123

:Noname_3976
if
   not2@ == 0
else_jump @Noname_4062
call @Noname_174732@31@3@6@
if
6@ == 1
else_jump @Noname_4048
7@ = 1
jump @Noname_4055

:Noname_4048
7@ = 0

:Noname_4055
jump @Noname_4069

:Noname_4062
7@ = 1

:Noname_4069
if
7@ == 1
else_jump @Noname_4102
ret 131@
jump @Noname_4109

:Noname_4102
jump @Noname_4123

:Noname_4109
jump @Noname_4123

:Noname_4116
jump @Noname_4123

:Noname_4123
30@ += 256
30@ > 35584
else_jump @Noname_3528
28@ += 8.0
001D:  28@ > 0@// (int)
else_jump @Noname_3488
ret 1 -1

:Noname_4180
wait0
0AC7: 14@ = var0@ offset
0AC7: 15@ = var3@ offset
0AC7: 16@ = var6@ offset
0AC7: 17@ = var9@ offset
0AA5: call 7392816 num_params 6 pop 60017@16@15@14@
12@ = 640.0
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)
ret 23@4@

:Noname_4351
$4 = 60
$5 = 0
$6 = 1
$7 = 1
$8 = 1
$9 = 0
$10 = 1
$PLAYER_GROUP = 1
$12 = 0
$13 = 1
$DEFAULT_WAIT_TIME = 120
$Phone_Ringing_Flag = 0
$Current_Time_in_ms2 = 1
$Move_Axis_X = -1
$Move_Axis_Y = 1
return

:Noname_4458
$4 = 25
$5 = 0
$6 = 1
$7 = 0
$8 = 1
$9 = 0
$10 = 1
$PLAYER_GROUP = 1
$12 = 0
$13 = 1
$DEFAULT_WAIT_TIME = 120
$Phone_Ringing_Flag = 0
$Current_Time_in_ms2 = 1
$Move_Axis_X = -1
$Move_Axis_Y = 1
return
 

hnnssy

Известный
Друг
2,684
2,748
бля, у тебя был нормальный исходник, теперь ковыряешься в декомпиле, зачем говном обмазываться?
 
  • Нравится
Реакции: kraft1k

kraft1k

Вынь х*й из головы и все получится © hnnssy
Друг
1,479
1,163
бля, у тебя был нормальный исходник, теперь ковыряешься в декомпиле, зачем говном обмазываться?
Во-во, одни декомпилы мне в лс кидает. Я даже смотреть такое не хочу.

Спасибо, все работает, а вот где написано "У игрока ID d ХП" можно как-то заменить на строку Наёмный убийца FarTa выполнил контракт на RAGE и забрал 15000$
CLEO:
{$CLEO .cs}
0000: NOP

repeat
wait 0
until samp.Available()

0B34: samp register_client_command "null" to_label @hp // команда /null - включить/выключить скрипт

While True
wait 0
if 3@ == 1
then
if
0AD2: 0@ = player $PLAYER_CHAR targeted_actor
then
0B2B: samp 1@ = get_player_id_by_actor_handle 0@
0B25: samp 2@ = get_player_health 1@
if 2@ <= 0
then
0AF8: samp add_message_to_chat "Наёмный убийца FarTa выполнил контракт на RAGE и забрал 15000$" -1
wait 500
end
end
end
end
  
:hp
0B12: 3@ = 3@ XOR 1
if 3@ == 1
then
0acd: "~y~[~r~NULL HP~y~] ~y~ON" 1500
else
0acd: "~y~[~r~NULL HP~y~] ~y~OFF" 1500
end
SAMP.Cmdret()
 
Последнее редактирование:

FYP

Известный
Администратор
1,758
5,725
необязательно. Если его не указывать, будет выдавать цвета в какой-то заготовленной последовательности. Это видно, если создать бесконечный цикл с выводом без цвета. Увидишь последовательность, это всё предусмотрено
обязательно, вообще-то
 

p1cador

cerf
Проверенный
220
359
Там просто другая инфа лежала, оно ее за цвет и считало. Но это не правильно.
 

ЯedЯuM

Malware Maker
244
304
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
C++:
Что за данные с памяти вытаскивает этот код?
// 0@ хендл удаленного актёра
0A96: 6@ = actor 0@ struct
6@ += 68
0A8D: 3@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 4@ = read_memory 6@ size 4 virtual_protect 0
6@ += 4
0A8D: 5@ = read_memory 6@ size 4 virtual_protect 0
 

ЯedЯuM

Malware Maker
244
304
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
скорость по х,у,з
если ту хуйню в цикле юзить то игра пиздец лагает, может там оффсеты старые и оно не понятно что читает, можно как-то по другому эту саму спидуху получить?
 

romacaddy

Известный
Проверенный
234
206
можно-ли как-то получить координаты черного квадртата на карте(ганг зоны типо)?
 

ЯedЯuM

Malware Maker
244
304
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
del
 
Последнее редактирование: