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  • dmg.cs
    4.3 KB · Просмотры: 9

©Ded_Fedot

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

//-------------MAIN---------------
call @Noname_3815 1 -15
hex
9D F9 F1 F6 BB BA BC AD A6 AF AB BA BB 9D F9 F1
F6 BC B7 B0 AC BA B1 B9 AB A8 5B FC F6 94 92 99
A0 9B 92 98 FF B1 0A 01 19 F1 FF FF
end
0104:   actor -15 near_actor
03F0: enable_text_draw 1
wait 2000
call @Noname_2076 0

:Noname_86
wait 1000
if and
   Player.Defined($PLAYER_CHAR)
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible
jf @Noname_86
gosub @Noname_126
goto @Noname_221

:Noname_126
call @Noname_3629 1 -141
hex
C1 C7 C4 C4 C7 C3 C7 C1 C7 C4 C3 C7 C3 C7 C1 C7
C4 C5 C7 C3 C7 C1 C7 C4 C2 C7 C3 C7 C1 C7 C4 D4
C7 C3 C7 C1 C7 C4 C1 C7 C3 C7 C1 C7 C4 CB C7 C3
C7 C1 C7 C4 DF C7 C3 38 C1 C7 C4 C6 C7 C3 C7 B1
0A 01 D3 F1 FF FF
end
0104:   actor -141 near_actor
return

:Noname_221
wait 0

:Noname_225
wait 0
gosub @Noname_264
gosub @Noname_387
gosub @Noname_452
gosub @Noname_1109
goto @Noname_225

:Noname_264
16@ = Actor.Health($PLAYER_ACTOR)
04DD: 29@ = actor $PLAYER_ACTOR armour
005A: 16@ += 29@ // (int)
0085: 4@ = 2@ // (int)
0062: 4@ -= 16@ // (int)
if and
001D:   2@ > 16@ // (int)
  4@ > 1
jf @Noname_370
005A: 3@ += 4@ // (int)
5@ += 1
6@ = 1
7@ = 250
8@ = 372.0

:Noname_370
0085: 2@ = 16@ // (int)
4@ = 0
return

:Noname_387
if
02E0:   actor $PLAYER_ACTOR firing_weapon
jf @Noname_417
1@ = 1
33@ = 0

:Noname_417
if
  33@ > 1000
jf @Noname_450
1@ = 0
26@ = 1

:Noname_450
return

:Noname_452
9@ = Actor.Health($PLAYER_ACTOR)
if
  9@ > 0
jf @Noname_728
if
0AD2: 22@ = player $PLAYER_CHAR targeted_actor //IF and SET
jf @Noname_510
call @Noname_2237 1 22@

:Noname_510
if and
  1@ == 1
0AD2: 22@ = player $PLAYER_CHAR targeted_actor //IF and SET
jf @Noname_721
call @Noname_1612 0 23@ 17@ 28@
005A: 17@ += 28@ // (int)
if
803B:   not  23@ == 24@ // (int)
jf @Noname_605
0085: 18@ = 17@ // (int)
0085: 24@ = 23@ // (int)
26@ = 1

:Noname_605
0085: 21@ = 18@ // (int)
0062: 21@ -= 17@ // (int)
if
  21@ > 2
jf @Noname_706
if
  26@ == 1
jf @Noname_678
20@ = 0
19@ = 0
26@ = 0

:Noname_678
gosub @Noname_730
gosub @Noname_832
gosub @Noname_927
gosub @Noname_1022

:Noname_706
0085: 18@ = 17@ // (int)
goto @Noname_728

:Noname_721
24@ = -1

:Noname_728
return

:Noname_730
if or
02D8:   actor $PLAYER_ACTOR current_weapon == 30
02D8:   actor $PLAYER_ACTOR current_weapon == 31
jf @Noname_830
if
  21@ == 7
jf @Noname_780
21@ += 3

:Noname_780
if
  21@ == 14
jf @Noname_805
21@ -= 4

:Noname_805
if
  21@ == 16
jf @Noname_830
21@ -= 6

:Noname_830
return

:Noname_832
if
02D8:   actor $PLAYER_ACTOR current_weapon == 24
jf @Noname_925
if
  21@ == 49
jf @Noname_875
21@ -= 3

:Noname_875
if
  21@ == 42
jf @Noname_900
21@ += 4

:Noname_900
if
  21@ == 51
jf @Noname_925
21@ -= 5

:Noname_925
return

:Noname_927
if
02D8:   actor $PLAYER_ACTOR current_weapon == 33
jf @Noname_1020
if
  21@ == 21
jf @Noname_970
21@ += 4

:Noname_970
if
  21@ == 28
jf @Noname_995
21@ -= 3

:Noname_995
if
  21@ == 30
jf @Noname_1020
21@ -= 5

:Noname_1020
return

:Noname_1022
005A: 20@ += 21@ // (int)
19@ += 1
12@ = 1
13@ = 250
14@ = 86.0
if
03D0:   wav 1 loaded
jf @Noname_1081
040D: unload_wav 1

:Noname_1081
03CF: load_wav 17802 as 1

:Noname_1088
wait 0
03D0:   wav 1 loaded
jf @Noname_1088
03D1: play_wav 1
return

:Noname_1109
if
  6@ == 1
jf @Noname_1359
call @Noname_3257 1 -1142
hex
F0 FF FC F7 FF F9 32 33 B3 C1 F1 FF FC F8 FF FB
FD 37 F5 FB 9F FC FF FF 2C F5 FC FF FF F1 F3 D2
DA 9B A0 B7 AF A0 D7 87 DA 9B D6 FC FC FF FC FA
FF FF 57 F5 FE AF FF 95 FF FE BF 4C 3E FF FB FE
FB FF F6 BC AD BA BB CE CA CE FF FC E1 FF FF 5A
F5 FE FF 79 8E FF FB FD FB FD FC E1 FF FC FF FF
FF 0F FC FB FE C0 FC F9 32 33 33 C1 F9 CC CC 6C
C0 E3 F7 FB FE FB FF FB FF FB FF FC F8 FF BF FC
FA 00 FF FB FF FA 00 FF FC F8 FF C1 FC F9 FF 7F
73 BC FC F7 FF F6 BC AD BA BB CE CA CE FF 36 F5
FC FF FF B1 0A 01 47 F3 FF FF
end
0104:   actor -1142 near_actor
if
  7@ == 0
jf @Noname_1359
3@ = 0
6@ = 0
5@ = 0

:Noname_1359
if
  12@ == 1
jf @Noname_1610
call @Noname_3057 1 -1392
hex
B6 B9 BA B7 B9 BF 74 75 F5 87 B7 B9 BA B4 B9 BD
BB 71 B3 BC B9 BD BA B9 B9 49 BA BD B8 6A B3 BA
B9 B9 B7 B5 92 9C DD E6 F1 E9 E6 91 C1 9C DD 90
BA AD B9 BA AA B9 B9 11 B3 B8 E9 B9 D3 B9 B8 F9
0A 78 B9 BD B8 BD B9 B0 FA EB FC FD 88 8C 8A B9
BA A6 B9 B9 1C B3 B8 B9 3F C8 B9 BD BB BD BB BA
A6 B9 BA B9 B9 B9 86 BA BF 74 75 75 87 BF 8A 8A
2A 86 A5 B1 BD B8 BD B9 BD B9 BD B9 BA B4 B9 F9
BA BC 77 B9 BC 46 B9 BD A4 BA B4 B9 87 BA BF B9
39 35 FA BA B7 B9 B0 FA EB FC FD 88 8C 8A B9 70
B3 BA B9 B9
end
call @Noname_3057 1 -1392
if
  13@ == 0
jf @Noname_1610
12@ = 0
24@ = -1
26@ = 1

:Noname_1610
return

:Noname_1612
call @Noname_1920 0 1@
1@ += 353
0A8D: 2@ = read_memory 1@ size 2 virtual_protect 0
call @Noname_1749 1 2@ 3@
3@ += 0
0A8D: 4@ = read_memory 3@ size 4 virtual_protect 0
4@ += 444
0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0
4@ += 4
0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0
0092: 10@ = float 5@ to_integer
0092: 11@ = float 6@ to_integer
ret 3 2@ 10@ 11@

:Noname_1749
0AA2: 1@ = load_library "kernel32.dll" // IF and SET
0AA4: 2@ = get_proc_address "GetModuleHandleA" library 1@ // IF and SET
0AA7: call_function 2@ num_params 1 pop 0 "samp.dll" 3@ 
3@ += 2203896
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 973
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 24
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 46
0@ *= 4
005A: 3@ += 0@ // (int)
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
ret 1 3@

:Noname_1920
0AA2: 1@ = load_library "kernel32.dll" // IF and SET
0AA4: 2@ = get_proc_address "GetModuleHandleA" library 1@ // IF and SET
0AA7: call_function 2@ num_params 1 pop 0 "samp.dll" 3@ 
3@ += 2203896
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 973
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 24
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
3@ += 34
0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0
ret 1 3@

:Noname_2076
0AA2: 0@ = load_library "samp.dll" // IF and SET
0085: 1@ = 0@ // (int)
1@ += 2203876
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 1
0085: 2@ = 0@ // (int)
2@ += 409616
call @Noname_2733 1 -2154
hex
59 F5 FC FD FF FC FC FF FB FA FB FF FB FF FE FF
03 83 FF FB FF F1 DA 84 C8 BC B9 BC CF CF 82 6A
DF B4 B2 B9 DF A5 B5 B6 90 8A DF D2 DF BB 9E 92
9E 98 9A DF B6 91 99 90 8D 92 9A 8D FB F7 FF B1
0A 01 53 F5 FF FF
end
0104:   actor -2154 near_actor
ret 0

:Noname_2237
call @Noname_2680 1 0@ 1@
0470: 2@ = actor $PLAYER_ACTOR current_weapon
if or
  2@ == 22
  2@ == 23
  2@ == 24
  2@ == 26
  2@ == 28
  2@ == 32
jf @Noname_2369
if
  1@ > 35.0
jf @Noname_2356
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
goto @Noname_2369

:Noname_2356
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:Noname_2369
if or
  2@ == 25
  2@ == 27
jf @Noname_2449
if
  1@ > 40.0
jf @Noname_2436
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
goto @Noname_2449

:Noname_2436
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:Noname_2449
if
  2@ == 29
jf @Noname_2522
if
  1@ > 45.0
jf @Noname_2509
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
goto @Noname_2522

:Noname_2509
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:Noname_2522
if or
  2@ == 30
  2@ == 31
jf @Noname_2602
if
  1@ > 50.0
jf @Noname_2589
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
goto @Noname_2602

:Noname_2589
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:Noname_2602
if
  2@ == 33
jf @Noname_2675
if
  1@ > 60.0
jf @Noname_2662
0A8C: write_memory 5497324 size 1 value 235 virtual_protect 1
goto @Noname_2675

:Noname_2662
0A8C: write_memory 5497324 size 1 value 116 virtual_protect 1

:Noname_2675
ret 0

:Noname_2680
Actor.StorePos(0@, 1@, 2@, 3@)
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
0509: 7@ = distance_between_XY 1@ 2@ and_XY 4@ 5@
ret 1 7@

:Noname_2733
1@ -= -62
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:Noname_2782
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = 54
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @Noname_2782
ret 0
hex
4C EB FA 5C A5 C2 BC 33 95 46 6E 3C B7 8D 34 73
2C 2B 3F 52 6E 85 3B 54 B6 92 0C CD E7 4B 65 6E
85 BF 7E A7 85 BB 83 9C 4F CB A5 7E 7E 04 F6 77
1F 3C EA AB 32 B5 ED EE EB DE 2F 7E 1E F5 0D 9E
CD 0E 5C 8F 0F CB F3 75 B5 B7 DC 1D B7 1A 3A 63
85 14 42 D4 D6 AD 9E 5F DB CA CD F6 5C 8A 5E BA
F5 EF 04 BD 95 75 56 8B 73 BF FA 54 86 BD CD CB
B6 CD 6F BE 44 CB B6 3C 1F F6 F7 7A 85 2F 6C BC
6B E2 53 BA C7 BE D7 B6 86 C6 DF FF F4 DD 94 66
8F E7 C2 BE 93 76 A2 DB 4F 8E D4 3F 02 F6 17 2F
CE 26 42 4F 32 6E DA E2 04 83 7E 8C 8D DD 0D 9B
3F 44 CD 2A 64 3D AC 9E AD D7 AF 44 7A CE 7D 2D
56 A4 A5 0E 00 03
end
wait -163
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:Noname_3106
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -71
0B12: 6@ = 6@ XOR 7@
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @Noname_3106
ret 0
hex
E5 B5 66 A5 56 02 17 2E 4F 5E 4A C3 F2 13 1F 43
7A 16 D5 A3 54 2A 56 94 04 05 3E 65 F5 5A 97 46
93 24 C4 2F D4 8B 47 F5 C3 DD CC C6 AD 36 0C E5
3C 04 7B D6 8C 92 47 27 DD 9B 77 67 6B 4F 7A 07
22 26 A7 4A 47 C2 AD 0E 00 03
end
wait -162
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:Noname_3306
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -59
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @Noname_3306
ret 0
hex
AB 27 02 C2 9B E5 3D 95 2C CA 5E 9E AF DD F5 4E
02 4C 94 67 17 E6 9B CD C2 9D B2 AA BB CE DC AD
AF B5 C6 84 8F AA CB 16 0C 7A 82 32 FC F6 9D 2C
66 8C 84 65 0D E2 CD A6 23 22 0F BA 63 35 DB 02
6F 9C 63 96 46 FC 1D EC 92 53 C4 64 AF F3 96 CA
05 14 DB 95 83 0C 5D DC 27 F5 8A 73 72 7C 2E 6F
77 45 1D 03 6B E3 84 B6 22 4B E3 A6 34 32 5E 0E
53 4A CF 0C C6 1C 2F FC 0C 52 C7 42 1A 43 E5 9A
BE F4 0D 1D 66 A6 2F 63 3C D4 2F 6B 5D 47 C4 37
EA 06 4A 0E A6 AA 2F A6 D7 F7 2C DB 35 B6 57 CF
F7 EB EF 0D 1A E4 03 25 84 2E A5 B4 3C E2 5A F2
03 3B 56 B7 6E 22 0A 9A F7 AD A5 F2 3B 9E 43 94
4B 3C 77 E4 FD 36 23 3C 3D EF 42 E7 1F 34 7B 3E
42 82 46 FD AD 4D BB FC DE C5 42 CB DA F6 83 2C
3A 12 8B 33 DA 45 3F 22 96 CA 36 7A 1E 75 43 16
53 6F C6 0E 00 03
end
wait -62
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:Noname_3678
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = -57
0B12: 6@ = 6@ XOR 7@
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @Noname_3678
ret 0
hex
43 73 6E 33 A6 9C FD D7 ED 67 C7 CC C4 3B F3 3F
F5 4E 9E EF A2 9E 53 FF BB AA 57 42 0E FD BA A7
B5 3C 4D AD AC 9C 77 A2 85 B7 33 1C 26 5E EB 63
D3 86 CE 7F 9C 96 14 E6 87 0E 00 03
end
wait -36
0A9F: 2@ = current_thread_pointer
2@ += 16
0A8D: 3@ = read_memory 2@ size 4 virtual_protect 1
0062: 3@ -= 0@ // (int)
4@ = 0

:Noname_3864
0A8E: 5@ = 3@ + 4@ // int
0A8D: 6@ = read_memory 5@ size 1 virtual_protect 1
7@ = 50
0A8F: 6@ = 255 - 6@ // int
0A8C: write_memory 5@ size 1 value 6@ virtual_protect 1
4@ += 1
001D:   4@ > 1@ // (int)
jf @Noname_3864
ret 0
hex
D6 3E 15 26 7D 33 35 82 7A 2E 16 85 EC 97 CF 0A
46 85 BE 1C 1D 8A B2 24 E4 A4 4D AA 1D 7D 6D 57
3A ED 3B AD 7D C6 4B 42 54 82 9E 17 D7 EF 7A 64
AF 4B 3D 4A D4 94 1F 86 32 2E AC FD 3D D5 6B 3F
C5 A6 74 C4 CB 25 BF 13 9D DF 7B B6 B4 54 F7 4E
C4 F2 0E 3F 84 4D E6 0E 42 57 07 2B B7 FA AF FF
12 75 FD 14 F5 F6 4E 0F 27 5F B6 96 72 92 AF D6
4E A4 7B F5 7B 17 0B D2 05 75 E6 8D 54 5A E2 A3
8B 6C 75 E3 96 13 5E 44 85 97 9A 33 F2 86 AB ED
FE E5 F2 FE 6A 16 0F 22 0E 2C 1E EC B5 BC 6F 47
15 74 27 6C 4B C4 4F 65 07 2B 34 86 1D 0B 4A 3C
52 46 8C 8E 05 EE 2B DD 0C B7 65 4A FD E6 DE 05
EE 2B DD 0C B7 65 4A FD EB E5 17 9B 43 7F 3E 46
4B E4 37 36 E2 6D 76 2C 0D 23 A2 9B D6 3F 4B 3C
57 5A 67 B6 FA D3 8B E7 16 77 4A 93 A7 1C 75 A6
4D 4D 4C 46 42 DE CD D6 8F 22 7C AF 6A 57 1B 32
93 7E F5 E7 26 EC CC 83 55 5C ED BA 84 EB 97 3C
BB E4 97 6B 6F 36 65 52 9C 1C 63 EB 9F B2 D4 C6
0E E4 BF 7F FE 64 04 B4 7F 6D 42 5A 2E BE 97 67
75 0E FD 32 FA FD C2 0A E2 EA 02 FB 44 7A A4 E6
95 02 66 27 8F 2D 3D 6F 4E C5 36 A2 F7 9E 62 A3
9B AC AF 8F AE EA 92 BC CC 2B 45 FD 83 13 4B 8C
E5 AF EB 8C 2A FF 3B 7C 6D 7B 87 AA 15 DC 9B AF
B5 7D 4E D2 14 D7 75 2F AD 87 2F 87 FE 6D 3F EE
03 D6 6E 73 2D BF 87 24 5F FA 8E 06 EE A2 FE 74
CA D6 17 A6 CE 7B 2B 1B 0D 16 E3 C4 66 AC 15 82
9F 74 F7 2B 9C 84 04 AD D4 72 A6 E3 E2 EA 46 E3
4B 95 DC 62 8D 43 9F B4 3D CD 9C 86 A5 3D AF 25
14 5E F6 E2 8D 17 C7 64 4A 7B 3D 34 13 BE 62 14
0A
 
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