Вопросы по CLEO-скриптингу

D3.Pheonix

🎹
Модератор
2,865
1,649
к сожелению без изменения
Код:
:SPRINGFIELD_UGBASE_160
if
  31@ == 1
jf @SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor
82D8: not actor $PLAYER_ACTOR current_weapon == 34
if or
8AD2: not actor 2@ model == #LSV3
8AD2: not actor 2@ model == #LSV1
8AD2: not actor 2@ model == #LSV2
8AD2: not actor 2@ model == #WFYJG
jf @SPRINGFIELD_UGBASE_224
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@
jump @SPRINGFIELD_UGBASE_273
наверное не сделать так или может в другом место нада ставить скин проверку? но вроде нет потому что и так вроде работает но не так как нужно было :D
очень странно да и я новичок в клео скриптинг(
скинь весь код, на всякий. А так у тебя помоему с проверками беда
 

JerryXD

Новичок
7
0
скинь весь код, на всякий. А так у тебя помоему с проверками беда
код польный -

Код:
{$CLEO .cs}
//-------------MAIN---------------
0000: NOP
wait 2000
thread "$SPRINGFIELD_UGBASE"
03F0: enable_text_draw 1
31@ = 0
:SPRINGFIELD_UGBASE_41
wait 0
if
0AB0:   key_pressed 121
jf @SPRINGFIELD_UGBASE_160
if
  31@ == 0
jf @SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
31@ = 1
wait 200
jump @SPRINGFIELD_UGBASE_160
:SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
31@ = 0
wait 200
:SPRINGFIELD_UGBASE_160
if
  31@ == 1
jf @SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor
82D8: not actor $PLAYER_ACTOR current_weapon == 34
    then
    if or
    0AD2: not actor 2@ model == #LSV3
    0AD2: not actor 2@ model == #LSV1
    0AD2: not actor 2@ model == #LSV2
    0AD2: not actor 2@ model == #WFYJG
        then
jf @SPRINGFIELD_UGBASE_224
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@
jump @SPRINGFIELD_UGBASE_273
:SPRINGFIELD_UGBASE_224
if and
02D8:   actor $PLAYER_ACTOR current_weapon == 34
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1963 1 150.0 2@
jf @SPRINGFIELD_UGBASE_273
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@
:SPRINGFIELD_UGBASE_273
jump @SPRINGFIELD_UGBASE_41
:SPRINGFIELD_UGBASE_280
0085: 2@ = 0@ // (int)
if and
056D:   actor 2@ defined
00E1:   player 0 pressed_key 6
jf @SPRINGFIELD_UGBASE_585
if and
   not Actor.Dead(2@)
02CB:   actor 2@ bounding_sphere_visible
jf @SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ 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
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @SPRINGFIELD_UGBASE_590 1 2@
:SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@
:SPRINGFIELD_UGBASE_585
0AB2: ret 0
:SPRINGFIELD_UGBASE_590
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
  31@ > 8.0
jf @SPRINGFIELD_UGBASE_653
30@ = 1
:SPRINGFIELD_UGBASE_653
if
   not 31@ >= 6.0
jf @SPRINGFIELD_UGBASE_681
30@ = 0
:SPRINGFIELD_UGBASE_681
if
  30@ == 0
jf @SPRINGFIELD_UGBASE_709
31@ += 0.05
:SPRINGFIELD_UGBASE_709
if
  30@ == 1
jf @SPRINGFIELD_UGBASE_737
31@ -= 0.05
:SPRINGFIELD_UGBASE_737
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0
:SPRINGFIELD_UGBASE_968
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1863 0 16@
jf @SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
jf @SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
jf @SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0
:SPRINGFIELD_UGBASE_1302
0AB2: ret 0
:SPRINGFIELD_UGBASE_1307
if
06BD:   no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
jf @SPRINGFIELD_UGBASE_1357
0485:   return_true
jump @SPRINGFIELD_UGBASE_1359
:SPRINGFIELD_UGBASE_1357
059A:   return_false
:SPRINGFIELD_UGBASE_1359
0AB2: ret 0
:SPRINGFIELD_UGBASE_1364
if
  6@ == 5
jf @SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @SPRINGFIELD_UGBASE_1599
:SPRINGFIELD_UGBASE_1429
if
  6@ == 6
jf @SPRINGFIELD_UGBASE_1559
if
02D8:   actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @SPRINGFIELD_UGBASE_1552
:SPRINGFIELD_UGBASE_1512
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907
:SPRINGFIELD_UGBASE_1552
jump @SPRINGFIELD_UGBASE_1599
:SPRINGFIELD_UGBASE_1559
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568
:SPRINGFIELD_UGBASE_1599
if and
0025:   2@ > 0@ // (float)
0025:   3@ > 1@ // (float)
jf @SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)
:SPRINGFIELD_UGBASE_1642
if and
0025:   2@ > 0@ // (float)
8035:   not  3@ >= 1@ // (float)
jf @SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)
:SPRINGFIELD_UGBASE_1695
if and
8035:   not  2@ >= 0@ // (float)
0025:   3@ > 1@ // (float)
jf @SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)
:SPRINGFIELD_UGBASE_1738
if and
8035:   not  2@ >= 0@ // (float)
8035:   not  3@ >= 1@ // (float)
jf @SPRINGFIELD_UGBASE_1791
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)
:SPRINGFIELD_UGBASE_1791
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
   not 11@ >= 0.18
  11@ > -0.18
jf @SPRINGFIELD_UGBASE_1853
0485:   return_true
jump @SPRINGFIELD_UGBASE_1855
:SPRINGFIELD_UGBASE_1853
059A:   return_false
:SPRINGFIELD_UGBASE_1855
0AB2: ret 1 15@
:SPRINGFIELD_UGBASE_1863
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
jf @SPRINGFIELD_UGBASE_1953
0485:   return_true
jump @SPRINGFIELD_UGBASE_1955
:SPRINGFIELD_UGBASE_1953
059A:   return_false
:SPRINGFIELD_UGBASE_1955
0AB2: ret 1 1@
:SPRINGFIELD_UGBASE_1963
28@ = 0.0
:SPRINGFIELD_UGBASE_1973
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0
:SPRINGFIELD_UGBASE_2013
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
jf @SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D:   actor 31@ defined
jf @SPRINGFIELD_UGBASE_2299
if
803C:   not  $PLAYER_ACTOR == 31@ // (int)
jf @SPRINGFIELD_UGBASE_2299
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@
if and
06BD:   no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
   not Actor.Driving(31@)
   not Actor.Dead(31@)
02CB:   actor 31@ bounding_sphere_visible
jf @SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035:   28@ >= 15@ // (float)
jf @SPRINGFIELD_UGBASE_2299
0AB2: ret 1 31@
:SPRINGFIELD_UGBASE_2299
30@ += 256
  30@ > 35584
jf @SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D:   28@ > 0@ // (int)
jf @SPRINGFIELD_UGBASE_1973
0AB2: ret 1 -1
:SPRINGFIELD_UGBASE_2356
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@
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)
0AB2: ret 2 3@ 4@
 

D3.Pheonix

🎹
Модератор
2,865
1,649
Попробуй
CLEO:
{$CLEO .cs}
0000: NOP

wait 2000

thread "SPRINGFIELD_UGBASE"

03F0: enable_text_draw 1

31@ = 0

:SPRINGFIELD_UGBASE_41
wait 0
if
0AB0:  key_pressed 121
jf @SPRINGFIELD_UGBASE_160
if
  31@ == 0
jf @SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
31@ = 1
wait 200
jump @SPRINGFIELD_UGBASE_160

:SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
31@ = 0
wait 200

:SPRINGFIELD_UGBASE_160
if
  31@ == 1
jf @SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor
82D8: not actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_224
  if or
  8AF2: not actor 2@ model == #LSV3
  8Af2: not actor 2@ model == #LSV1
  8Af2: not actor 2@ model == #LSV2
  8Af2: not actor 2@ model == #WFYJG
jf @SPRINGFIELD_UGBASE_224
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@
jump @SPRINGFIELD_UGBASE_273

:SPRINGFIELD_UGBASE_224
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_273
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1963 1 150.0 2@
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@

:SPRINGFIELD_UGBASE_273
jump @SPRINGFIELD_UGBASE_41

:SPRINGFIELD_UGBASE_280
0085: 2@ = 0@ // (int)
if and
056D:  actor 2@ defined
00E1:  player 0 pressed_key 6
jf @SPRINGFIELD_UGBASE_585
if and
  not Actor.Dead(2@)
02CB:  actor 2@ bounding_sphere_visible
jf @SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ 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
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @SPRINGFIELD_UGBASE_590 1 2@

:SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@

:SPRINGFIELD_UGBASE_585
0AB2: ret 0

:SPRINGFIELD_UGBASE_590
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
  31@ > 8.0
jf @SPRINGFIELD_UGBASE_653
30@ = 1

:SPRINGFIELD_UGBASE_653
if
  not 31@ >= 6.0
jf @SPRINGFIELD_UGBASE_681
30@ = 0

:SPRINGFIELD_UGBASE_681
if
  30@ == 0
jf @SPRINGFIELD_UGBASE_709
31@ += 0.05

:SPRINGFIELD_UGBASE_709
if
  30@ == 1
jf @SPRINGFIELD_UGBASE_737
31@ -= 0.05

:SPRINGFIELD_UGBASE_737
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0

:SPRINGFIELD_UGBASE_968
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1863 0 16@
jf @SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
jf @SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
jf @SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:SPRINGFIELD_UGBASE_1302
0AB2: ret 0

:SPRINGFIELD_UGBASE_1307
if
06BD:  no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
jf @SPRINGFIELD_UGBASE_1357
0485:  return_true
jump @SPRINGFIELD_UGBASE_1359

:SPRINGFIELD_UGBASE_1357
059A:  return_false

:SPRINGFIELD_UGBASE_1359
0AB2: ret 0

:SPRINGFIELD_UGBASE_1364
if
  6@ == 5
jf @SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @SPRINGFIELD_UGBASE_1599

:SPRINGFIELD_UGBASE_1429
if
  6@ == 6
jf @SPRINGFIELD_UGBASE_1559
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @SPRINGFIELD_UGBASE_1552

:SPRINGFIELD_UGBASE_1512
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907

:SPRINGFIELD_UGBASE_1552
jump @SPRINGFIELD_UGBASE_1599

:SPRINGFIELD_UGBASE_1559
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568

:SPRINGFIELD_UGBASE_1599
if and
0025:  2@ > 0@ // (float)
0025:  3@ > 1@ // (float)
jf @SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:SPRINGFIELD_UGBASE_1642
if and
0025:  2@ > 0@ // (float)
8035:  not  3@ >= 1@ // (float)
jf @SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:SPRINGFIELD_UGBASE_1695
if and
8035:  not  2@ >= 0@ // (float)
0025:  3@ > 1@ // (float)
jf @SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:SPRINGFIELD_UGBASE_1738
if and
8035:  not  2@ >= 0@ // (float)
8035:  not  3@ >= 1@ // (float)
jf @SPRINGFIELD_UGBASE_1791
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:SPRINGFIELD_UGBASE_1791
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
  not 11@ >= 0.18
  11@ > -0.18
jf @SPRINGFIELD_UGBASE_1853
0485:  return_true
jump @SPRINGFIELD_UGBASE_1855

:SPRINGFIELD_UGBASE_1853
059A:  return_false

:SPRINGFIELD_UGBASE_1855
0AB2: ret 1 15@

:SPRINGFIELD_UGBASE_1863
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
jf @SPRINGFIELD_UGBASE_1953
0485:  return_true
jump @SPRINGFIELD_UGBASE_1955

:SPRINGFIELD_UGBASE_1953
059A:  return_false

:SPRINGFIELD_UGBASE_1955
0AB2: ret 1 1@

:SPRINGFIELD_UGBASE_1963
28@ = 0.0

:SPRINGFIELD_UGBASE_1973
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:SPRINGFIELD_UGBASE_2013
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
jf @SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D:  actor 31@ defined
jf @SPRINGFIELD_UGBASE_2299
if
803C:  not  $PLAYER_ACTOR == 31@ // (int)
jf @SPRINGFIELD_UGBASE_2299
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@
if and
06BD:  no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
  not Actor.Driving(31@)
  not Actor.Dead(31@)
02CB:  actor 31@ bounding_sphere_visible
jf @SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035:  28@ >= 15@ // (float)
jf @SPRINGFIELD_UGBASE_2299
0AB2: ret 1 31@

:SPRINGFIELD_UGBASE_2299
30@ += 256
  30@ > 35584
jf @SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D:  28@ > 0@ // (int)
jf @SPRINGFIELD_UGBASE_1973
0AB2: ret 1 -1

:SPRINGFIELD_UGBASE_2356
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@
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)
0AB2: ret 2 3@ 4@
 
Последнее редактирование:

JerryXD

Новичок
7
0
Попробуй
CLEO:
{$CLEO .cs}
0000: NOP

wait 2000

thread "SPRINGFIELD_UGBASE"

03F0: enable_text_draw 1

31@ = 0

:SPRINGFIELD_UGBASE_41
wait 0
if
0AB0:  key_pressed 121
jf @SPRINGFIELD_UGBASE_160
if
  31@ == 0
jf @SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
31@ = 1
wait 200
jump @SPRINGFIELD_UGBASE_160

:SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
31@ = 0
wait 200

:SPRINGFIELD_UGBASE_160
if
  31@ == 1
jf @SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor
82D8: not actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_224
  if or
  8AD2: not actor 2@ model == #LSV3
  8AD2: not actor 2@ model == #LSV1
  8AD2: not actor 2@ model == #LSV2
  8AD2: not actor 2@ model == #WFYJG
jf @SPRINGFIELD_UGBASE_224
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@
jump @SPRINGFIELD_UGBASE_273

:SPRINGFIELD_UGBASE_224
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_273
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1963 1 150.0 2@
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@

:SPRINGFIELD_UGBASE_273
jump @SPRINGFIELD_UGBASE_41

:SPRINGFIELD_UGBASE_280
0085: 2@ = 0@ // (int)
if and
056D:  actor 2@ defined
00E1:  player 0 pressed_key 6
jf @SPRINGFIELD_UGBASE_585
if and
  not Actor.Dead(2@)
02CB:  actor 2@ bounding_sphere_visible
jf @SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ 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
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @SPRINGFIELD_UGBASE_590 1 2@

:SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@

:SPRINGFIELD_UGBASE_585
0AB2: ret 0

:SPRINGFIELD_UGBASE_590
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
  31@ > 8.0
jf @SPRINGFIELD_UGBASE_653
30@ = 1

:SPRINGFIELD_UGBASE_653
if
  not 31@ >= 6.0
jf @SPRINGFIELD_UGBASE_681
30@ = 0

:SPRINGFIELD_UGBASE_681
if
  30@ == 0
jf @SPRINGFIELD_UGBASE_709
31@ += 0.05

:SPRINGFIELD_UGBASE_709
if
  30@ == 1
jf @SPRINGFIELD_UGBASE_737
31@ -= 0.05

:SPRINGFIELD_UGBASE_737
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0

:SPRINGFIELD_UGBASE_968
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1863 0 16@
jf @SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
jf @SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
jf @SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:SPRINGFIELD_UGBASE_1302
0AB2: ret 0

:SPRINGFIELD_UGBASE_1307
if
06BD:  no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
jf @SPRINGFIELD_UGBASE_1357
0485:  return_true
jump @SPRINGFIELD_UGBASE_1359

:SPRINGFIELD_UGBASE_1357
059A:  return_false

:SPRINGFIELD_UGBASE_1359
0AB2: ret 0

:SPRINGFIELD_UGBASE_1364
if
  6@ == 5
jf @SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @SPRINGFIELD_UGBASE_1599

:SPRINGFIELD_UGBASE_1429
if
  6@ == 6
jf @SPRINGFIELD_UGBASE_1559
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @SPRINGFIELD_UGBASE_1552

:SPRINGFIELD_UGBASE_1512
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907

:SPRINGFIELD_UGBASE_1552
jump @SPRINGFIELD_UGBASE_1599

:SPRINGFIELD_UGBASE_1559
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568

:SPRINGFIELD_UGBASE_1599
if and
0025:  2@ > 0@ // (float)
0025:  3@ > 1@ // (float)
jf @SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:SPRINGFIELD_UGBASE_1642
if and
0025:  2@ > 0@ // (float)
8035:  not  3@ >= 1@ // (float)
jf @SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:SPRINGFIELD_UGBASE_1695
if and
8035:  not  2@ >= 0@ // (float)
0025:  3@ > 1@ // (float)
jf @SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:SPRINGFIELD_UGBASE_1738
if and
8035:  not  2@ >= 0@ // (float)
8035:  not  3@ >= 1@ // (float)
jf @SPRINGFIELD_UGBASE_1791
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:SPRINGFIELD_UGBASE_1791
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
  not 11@ >= 0.18
  11@ > -0.18
jf @SPRINGFIELD_UGBASE_1853
0485:  return_true
jump @SPRINGFIELD_UGBASE_1855

:SPRINGFIELD_UGBASE_1853
059A:  return_false

:SPRINGFIELD_UGBASE_1855
0AB2: ret 1 15@

:SPRINGFIELD_UGBASE_1863
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
jf @SPRINGFIELD_UGBASE_1953
0485:  return_true
jump @SPRINGFIELD_UGBASE_1955

:SPRINGFIELD_UGBASE_1953
059A:  return_false

:SPRINGFIELD_UGBASE_1955
0AB2: ret 1 1@

:SPRINGFIELD_UGBASE_1963
28@ = 0.0

:SPRINGFIELD_UGBASE_1973
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:SPRINGFIELD_UGBASE_2013
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
jf @SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D:  actor 31@ defined
jf @SPRINGFIELD_UGBASE_2299
if
803C:  not  $PLAYER_ACTOR == 31@ // (int)
jf @SPRINGFIELD_UGBASE_2299
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@
if and
06BD:  no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
  not Actor.Driving(31@)
  not Actor.Dead(31@)
02CB:  actor 31@ bounding_sphere_visible
jf @SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035:  28@ >= 15@ // (float)
jf @SPRINGFIELD_UGBASE_2299
0AB2: ret 1 31@

:SPRINGFIELD_UGBASE_2299
30@ += 256
  30@ > 35584
jf @SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D:  28@ > 0@ // (int)
jf @SPRINGFIELD_UGBASE_1973
0AB2: ret 1 -1

:SPRINGFIELD_UGBASE_2356
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@
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)
0AB2: ret 2 3@ 4@
Нет, не ловит некого вообще.. странно(
может поставить чтобы на цвет игрока поверяет? (клист типо)
 

Forevor

Известный
77
5
Возник такой вопрос. Можно ли вызвать диалог по ID? Какой код юзать? Прошу помощи.
 

D3.Pheonix

🎹
Модератор
2,865
1,649
CLEO:
if or
8AD2: not actor 2@ model == #LSV3
8AD2: not actor 2@ model == #LSV1
8AD2: not actor 2@ model == #LSV2
8AD2: not actor 2@ model == #WFYJG
наверное не сделать так или может в другом место нада ставить скин проверку? но вроде нет потому что и так вроде работает но не так как нужно было :D
очень странно да и я новичок в клео скриптинг(
0AD2 02F2

Только щас заметил, что ты поставил вообще не тот опкод, просто изменил текст с параметрами...
Попробуй
CLEO:
{$CLEO .cs}
0000: NOP

wait 2000

thread "SPRINGFIELD_UGBASE"

03F0: enable_text_draw 1

31@ = 0

:SPRINGFIELD_UGBASE_41
wait 0
if
0AB0:  key_pressed 121
jf @SPRINGFIELD_UGBASE_160
if
  31@ == 0
jf @SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~g~enabled" time 1000
31@ = 1
wait 200
jump @SPRINGFIELD_UGBASE_160

:SPRINGFIELD_UGBASE_122
0AD1: show_formatted_text_highpriority "Aimbot ~r~disabled" time 1000
31@ = 0
wait 200

:SPRINGFIELD_UGBASE_160
if
  31@ == 1
jf @SPRINGFIELD_UGBASE_273
if and
0AD2: 2@ = player $PLAYER_CHAR targeted_actor
82D8: not actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_224
  if and
  82F2: not actor 2@ model == #LSV3
  82f2: not actor 2@ model == #LSV1
  82f2: not actor 2@ model == #LSV2
  82f2: not actor 2@ model == #WFYJG
jf @SPRINGFIELD_UGBASE_224
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@
jump @SPRINGFIELD_UGBASE_273

:SPRINGFIELD_UGBASE_224
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_273
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1963 1 150.0 2@
0AB1: call_scm_func @SPRINGFIELD_UGBASE_280 1 2@

:SPRINGFIELD_UGBASE_273
jump @SPRINGFIELD_UGBASE_41

:SPRINGFIELD_UGBASE_280
0085: 2@ = 0@ // (int)
if and
056D:  actor 2@ defined
00E1:  player 0 pressed_key 6
jf @SPRINGFIELD_UGBASE_585
if and
  not Actor.Dead(2@)
02CB:  actor 2@ bounding_sphere_visible
jf @SPRINGFIELD_UGBASE_585
0A96: 6@ = actor 2@ 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
Actor.StorePos(2@, 6@, 7@, 8@)
10@ = 5
11@ = 5
005A: 10@ += 11@ // (int)
0093: 10@ = integer 10@ to_float
12@ = 17.0
12@ /= 360.0
006B: 3@ *= 12@ // (float)
006B: 4@ *= 12@ // (float)
006B: 5@ *= 12@ // (float)
006B: 3@ *= 10@ // (float)
006B: 4@ *= 10@ // (float)
006B: 5@ *= 10@ // (float)
005B: 6@ += 3@ // (float)
005B: 7@ += 4@ // (float)
005B: 8@ += 5@ // (float)
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @SPRINGFIELD_UGBASE_590 1 2@

:SPRINGFIELD_UGBASE_563
0AB1: call_scm_func @SPRINGFIELD_UGBASE_968 4 2@ 6@ 7@ 8@

:SPRINGFIELD_UGBASE_585
0AB2: ret 0

:SPRINGFIELD_UGBASE_590
31@ = 6.0
29@ = 255
28@ = 55
27@ = 1.0
if
  31@ > 8.0
jf @SPRINGFIELD_UGBASE_653
30@ = 1

:SPRINGFIELD_UGBASE_653
if
  not 31@ >= 6.0
jf @SPRINGFIELD_UGBASE_681
30@ = 0

:SPRINGFIELD_UGBASE_681
if
  30@ == 0
jf @SPRINGFIELD_UGBASE_709
31@ += 0.05

:SPRINGFIELD_UGBASE_709
if
  30@ == 1
jf @SPRINGFIELD_UGBASE_737
31@ -= 0.05

:SPRINGFIELD_UGBASE_737
04C4: store_coords_to 1@ 2@ 3@ from_actor 0@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @SPRINGFIELD_UGBASE_2356 3 1@ 2@ 3@ 4@ 5@
0087: 1@ = 4@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 4@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 1@ 5@ size 27@ 8.0 RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
005B: 1@ += 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0087: 1@ = 5@ // (float)
0063: 1@ -= 31@ // (float)
038E: draw_box_position 4@ 1@ size 8.0 27@ RGBA 28@ 29@ 25 255
0AB2: ret 0

:SPRINGFIELD_UGBASE_968
0087: 4@ = 1@ // (float)
0087: 5@ = 2@ // (float)
0087: 6@ = 3@ // (float)
068D: get_camera_position_to 1@ 2@ 3@
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 1@ -= 4@ // (float)
0063: 2@ -= 5@ // (float)
0096: make 1@ absolute_float
0096: make 2@ absolute_float
0087: 10@ = 1@ // (float)
0087: 11@ = 2@ // (float)
006B: 10@ *= 10@ // (float)
006B: 11@ *= 11@ // (float)
005B: 10@ += 11@ // (float)
01FB: 10@ = square_root 10@
0087: 11@ = 1@ // (float)
0087: 12@ = 10@ // (float)
0073: 11@ /= 12@ // (float)
0AA5: call 4327328 num_params 1 pop 1 11@
0AE9: pop_float 12@
0AA5: call 4775488 num_params 1 pop 1 11@
0AE9: pop_float 13@
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1863 0 16@
jf @SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1364 7 4@ 5@ 7@ 8@ 12@ 13@ 16@ 15@
jf @SPRINGFIELD_UGBASE_1302
if
0AB1: call_scm_func @SPRINGFIELD_UGBASE_1307 6 4@ 5@ 6@ 7@ 8@ 9@
jf @SPRINGFIELD_UGBASE_1302
15@ += 0.0387
0A8C: write_memory 11989592 size 4 value 15@ virtual_protect 0

:SPRINGFIELD_UGBASE_1302
0AB2: ret 0

:SPRINGFIELD_UGBASE_1307
if
06BD:  no_obstacles_between 3@ 4@ 5@ and 0@ 1@ 2@ solid 1 car 0 actor 0 object 0 particle 0
jf @SPRINGFIELD_UGBASE_1357
0485:  return_true
jump @SPRINGFIELD_UGBASE_1359

:SPRINGFIELD_UGBASE_1357
059A:  return_false

:SPRINGFIELD_UGBASE_1359
0AB2: ret 0

:SPRINGFIELD_UGBASE_1364
if
  6@ == 5
jf @SPRINGFIELD_UGBASE_1429
7@ = 0.011
8@ = 0.011
9@ = 1.5595
10@ = 1.582
jump @SPRINGFIELD_UGBASE_1599

:SPRINGFIELD_UGBASE_1429
if
  6@ == 6
jf @SPRINGFIELD_UGBASE_1559
if
02D8:  actor $PLAYER_ACTOR current_weapon == 34
jf @SPRINGFIELD_UGBASE_1512
7@ = 0.039
8@ = 0.039
9@ = 1.532
10@ = 1.61
jump @SPRINGFIELD_UGBASE_1552

:SPRINGFIELD_UGBASE_1512
7@ = 0.02
8@ = 0.02
9@ = 1.5507
10@ = 1.5907

:SPRINGFIELD_UGBASE_1552
jump @SPRINGFIELD_UGBASE_1599

:SPRINGFIELD_UGBASE_1559
7@ = -0.003
8@ = -0.003
9@ = 1.572
10@ = 1.568

:SPRINGFIELD_UGBASE_1599
if and
0025:  2@ > 0@ // (float)
0025:  3@ > 1@ // (float)
jf @SPRINGFIELD_UGBASE_1642
0063: 5@ -= 8@ // (float)
0087: 15@ = 5@ // (float)

:SPRINGFIELD_UGBASE_1642
if and
0025:  2@ > 0@ // (float)
8035:  not  3@ >= 1@ // (float)
jf @SPRINGFIELD_UGBASE_1695
5@ *= -1.0
0063: 5@ -= 7@ // (float)
0087: 15@ = 5@ // (float)

:SPRINGFIELD_UGBASE_1695
if and
8035:  not  2@ >= 0@ // (float)
0025:  3@ > 1@ // (float)
jf @SPRINGFIELD_UGBASE_1738
005B: 4@ += 9@ // (float)
0087: 15@ = 4@ // (float)

:SPRINGFIELD_UGBASE_1738
if and
8035:  not  2@ >= 0@ // (float)
8035:  not  3@ >= 1@ // (float)
jf @SPRINGFIELD_UGBASE_1791
4@ *= -1.0
0063: 4@ -= 10@ // (float)
0087: 15@ = 4@ // (float)

:SPRINGFIELD_UGBASE_1791
0A8D: 11@ = read_memory 11989592 size 4 virtual_protect 0
0063: 11@ -= 15@ // (float)
if and
  not 11@ >= 0.18
  11@ > -0.18
jf @SPRINGFIELD_UGBASE_1853
0485:  return_true
jump @SPRINGFIELD_UGBASE_1855

:SPRINGFIELD_UGBASE_1853
059A:  return_false

:SPRINGFIELD_UGBASE_1855
0AB2: ret 1 15@

:SPRINGFIELD_UGBASE_1863
0A96: 0@ = actor $PLAYER_ACTOR struct
0@ += 1816
0A8D: 1@ = read_memory 0@ size 1 virtual_protect 0
if or
  1@ == 2
  1@ == 3
  1@ == 4
  1@ == 5
  1@ == 6
  1@ == 7
jf @SPRINGFIELD_UGBASE_1953
0485:  return_true
jump @SPRINGFIELD_UGBASE_1955

:SPRINGFIELD_UGBASE_1953
059A:  return_false

:SPRINGFIELD_UGBASE_1955
0AB2: ret 1 1@

:SPRINGFIELD_UGBASE_1963
28@ = 0.0

:SPRINGFIELD_UGBASE_1973
0A8D: 29@ = read_memory 12010640 size 4 virtual_protect 0
29@ += 4
0A8D: 29@ = read_memory 29@ size 4 virtual_protect 0
30@ = 0

:SPRINGFIELD_UGBASE_2013
0A8D: 31@ = read_memory 29@ size 1 virtual_protect 0
29@ += 1
if and
  31@ >= 0
  128 > 31@
jf @SPRINGFIELD_UGBASE_2299
005A: 31@ += 30@ // (int)
if
056D:  actor 31@ defined
jf @SPRINGFIELD_UGBASE_2299
if
803C:  not  $PLAYER_ACTOR == 31@ // (int)
jf @SPRINGFIELD_UGBASE_2299
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@
if and
06BD:  no_obstacles_between 27@ 26@ 25@ and 24@ 23@ 22@ solid 1 car 0 actor 0 object 0 particle 0
  not Actor.Driving(31@)
  not Actor.Dead(31@)
02CB:  actor 31@ bounding_sphere_visible
jf @SPRINGFIELD_UGBASE_2299
04C4: store_coords_to 10@ 11@ 12@ from_actor 31@ with_offset 0.0 0.0 0.0
0AB1: call_scm_func @SPRINGFIELD_UGBASE_2356 3 10@ 11@ 12@ 13@ 14@
0509: 15@ = distance_between_XY 339.1 179.1 and_XY 13@ 14@
if
0035:  28@ >= 15@ // (float)
jf @SPRINGFIELD_UGBASE_2299
0AB2: ret 1 31@

:SPRINGFIELD_UGBASE_2299
30@ += 256
  30@ > 35584
jf @SPRINGFIELD_UGBASE_2013
28@ += 8.0
001D:  28@ > 0@ // (int)
jf @SPRINGFIELD_UGBASE_1973
0AB2: ret 1 -1

:SPRINGFIELD_UGBASE_2356
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@
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)
0AB2: ret 2 3@ 4@
 
Последнее редактирование:

Kotovasya

Участник
85
13
Либо я в глаза долблюсь, либо такое нельзя сделать. Мне надо считать инфу со строки в листбоксе. Ясень пень что через хук rpc_showdialog, вопрос как считать ту строку которая мне нужна? А еще т.к. 21 век на дворе в диалоги сампа научились добавлять колонки в тот же листбокс (я надеюсь поняли). Можно как-то считать инфу с определенной колонки? Помогите нубу :3
 

kawa operand

перерывпятьминут
602
333
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
CLEO:
0B5B: samp get_listbox_item 1@ text_to 2@
 

kawa operand

перерывпятьминут
602
333
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
установи сф в сб
 

Kotovasya

Участник
85
13
CLEO:
0B5B: samp get_listbox_item 1@ text_to 2@
Круто, вот только мой диалог разделен на колонки, и инфу он берет с самой первой. А инфу мне нужно вытащить с 3 колонки, как мне это реализовать?
xgRHO
 

Вложения

  • sa-mp-054.png
    sa-mp-054.png
    108.7 KB · Просмотры: 335

kawa operand

перерывпятьминут
602
333
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
парсером
 

BlackKnigga

Известный
BH Team
922
448
Шо цэ такое если не секрет?)
Между каждой колонной либо дохуя пробелов, либо пару табуляций. Вытащи полностью текст каким нибудь раклоггером и убедись что именно. По этим разделителям и переходи от колонны к колонне.