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Can you help me with the cleo script, does it only work when a person is logged in, or can you make it work all the time when you log in?
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 6/14/2013
{$CLEO.cs}
//-------------MAIN---------------
0000:NOP
03A4: name_thread "$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 10000ms
: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 -1
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 "Zdanka_Tawer"
0C29: $4 = stristr string1 21@ string2 "Anio_Hebra"
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