Помощь в изменении скриптов

FYP

Известный
Автор темы
Администратор
1,758
5,728
Здесь вы можете попросить других пользователей внести какие-то небольшие изменения в скрипт, например, изменить активацию.
Для вопросов по программированию и разработке на форуме есть отдельная категория Разработка.

Рекомендации:
  1. Не просите о редактировании .asi, .sf, .luac, .dll, .exe и прочих файлов, не поддающихся простой декомпиляции. Скрипты формата .ahk (AutoHotKey), .lua (Lua/MoonLoader) и .cs (CLEO) легко поддаются изменению.
  2. Сообщения по типу "спасибо, помог" по правилам форума считаются флудом и скорее всего будут удалены. Если вам помогли, вы можете нажать кнопку Мне нравится под ответом - это даст понять, что ответ верный.
  3. За злонамеренное распространение вредоносного ПО - перманентный бан. Имейте это в виду.
Удаление копирайтов является нарушением авторских прав, если автор не дал на это своего разрешения. Правила BlastHack запрещают нарушать авторские права, поэтому если вам нужно их убрать - обращайтесь к автору.
 
Последнее редактирование:

™ ChipFamily

По ту сторону надежды.
5,144
1,981
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Не так давно просил о помощи не переключался язык, справился. теперь проблема в другом, когда пишу например *antistan* язык автоматически переключается на русский, и получаю *anешыефn*, кто разбирается - помогите)
КОД СКРИПTА:
Код:
vk66::
SendMessage, 0x50,, 0x4190419,, A
SendInput,n
return
vk61::
SendMessage, 0x50,, 0x4190419,, A
SendInput,т
return
vk62::
SendMessage, 0x50,, 0x4190419,, A
SendInput,ь
return
vk63::
SendMessage, 0x50,, 0x4190419,, A
SendInput,б
return
vk64::
SendMessage, 0x50,, 0x4190419,, A
SendInput,ю
return
vk65::
SendMessage, 0x50,, 0x4190419,, A
SendInput,m
return
vk6a::
SendMessage, 0x50,, 0x4190419,, A
SendInput,.
return
vkdc::
SendMessage, 0x50,, 0x4190419,, A
SendInput,,
return
!vka0::
SendInput, {Shift down}{LAlt down}
SendInput, {Shift up}{LAlt up}
return
Клац
 

MAKOSKA

Известный
431
114
Привет всем.Все знают забаненого Деда? Вот его скрипт и мне надо тупо починка. Желательно клео или луа. Но можно просто кодом. Буду благодарен во веки веков.
Что?
mOIKWlS.png
 

Ronald_Miller

Новичок
6
1
Помогите разобраться, как в данном клео аиме сменить активацию, активация стоит сочетанием клавиш "alt+1" как мне поменять активацию скажем на "num3"
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'Aimbot'
30@ = 0
31@ = 8
32@ = 600

:AIMBOT_33
wait 0
if
gosub @AIMBOT_2827
else_jump @AIMBOT_33
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Activated" time 3000
0A9F: $4 = current_thread_pointer
$4 += 16
0A8D: $4 = read_memory $4 size 4 virtual_protect 0
$4 -= -6145

:AIMBOT_135
wait 0
if
0AB0:   key_pressed 2
else_jump @AIMBOT_200
gosub @AIMBOT_672
if
056D:   actor $5 defined
else_jump @AIMBOT_135
0A96: 28@ = actor $5 struct
0085: 29@ = 31@ // (int)
jump @AIMBOT_225

:AIMBOT_200
if
gosub @AIMBOT_2827
else_jump @AIMBOT_135
jump @AIMBOT_911

:AIMBOT_225
wait 0
if and
056D:   actor $5 defined
   not Actor.Dead($5)
0AB0:   key_pressed 2
else_jump @AIMBOT_861
if
0449:   actor $5 in_a_car
else_jump @AIMBOT_427
if
  30@ == 1
else_jump @AIMBOT_395
0@ = Actor.CurrentCar($5)
0A97: 1@ = car 0@ struct
1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if or
  1@ == 0
  1@ == 9
else_jump @AIMBOT_395
if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
else_jump @AIMBOT_395
jump @AIMBOT_510

:AIMBOT_395
if
   not 31@ == 8
else_jump @AIMBOT_420
31@ = 8

:AIMBOT_420
jump @AIMBOT_454

:AIMBOT_427
if
803B:   not  31@ == 29@ // (int)
else_jump @AIMBOT_454
0085: 31@ = 29@ // (int)

:AIMBOT_454
0AA6: call_method 6177408 struct 28@ num_params 3 pop 0 1 31@ 0@v 
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@ 
gosub @AIMBOT_2895
jump @AIMBOT_225

:AIMBOT_510
wait 0
if and
056D:   actor $5 defined
   not Actor.Dead($5)
0AB0:   key_pressed 2
else_jump @AIMBOT_861
if and
  30@ == 1
0449:   actor $5 in_a_car
else_jump @AIMBOT_225
0@ = Actor.CurrentCar($5)
if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
else_jump @AIMBOT_225
gosub @AIMBOT_2077
0407: store_coords_to 0@ 1@ 2@ from_car 0@ with_offset $6 $7 $8
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@ 
gosub @AIMBOT_2895
jump @AIMBOT_510

:AIMBOT_672
wait 0
0AB1: call_scm_func @AIMBOT_970 0 0@ $5 
if
056E:   car 0@ defined
else_jump @AIMBOT_859
1@ = Actor.CurrentCar($PLAYER_ACTOR)
if
803B:   not  1@ == 0@ // (int)
else_jump @AIMBOT_859
046C: $5 = car 0@ driver
if
856D:   not actor $5 defined
else_jump @AIMBOT_859
01E9: 2@ = car 0@ num_passengers
if
  2@ > 0
else_jump @AIMBOT_859
01EA: 3@ = car 0@ max_passengers
4@ = 0

:AIMBOT_800
if
8431:   not car 0@ passenger_seat_free 4@
else_jump @AIMBOT_837
0432: $5 = get_actor_handle_from_car 0@ passenger_seat 4@
jump @AIMBOT_859

:AIMBOT_837
4@ += 1
001D:   4@ > 3@ // (int)
else_jump @AIMBOT_800

:AIMBOT_859
return

:AIMBOT_861
wait 0
018C: play_sound 1058 at 0.0 0.0 0.0
$5 = 0
0085: 31@ = 29@ // (int)
wait 100
jump @AIMBOT_135

:AIMBOT_911
wait 0
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Deactivated" time 3000
jump @AIMBOT_33

:AIMBOT_970
0A96: 0@ = actor $PLAYER_ACTOR struct
0A8D: 1@ = read_memory 11989416 size 2 virtual_protect 0
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 25 2@v 
4@ += 0.3
if or
  1@ == 53
  1@ == 55
else_jump @AIMBOT_1093
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 5@v 8@v 4@ 3@ 2@ 300.0 
jump @AIMBOT_1289

:AIMBOT_1093
068E: get_camera_target_point_to 5@ 6@ 7@
068D: get_camera_position_to 8@ 9@ 10@
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
0087: 13@ = 10@ // (float)
0063: 11@ -= 5@ // (float)
0063: 12@ -= 6@ // (float)
0063: 13@ -= 7@ // (float)
0087: 14@ = 11@ // (float)
0087: 15@ = 12@ // (float)
0087: 16@ = 13@ // (float)
11@ *= 300.0
12@ *= 300.0
13@ *= 300.0
0087: 5@ = 8@ // (float)
0087: 6@ = 9@ // (float)
0087: 7@ = 10@ // (float)
0063: 5@ -= 11@ // (float)
0063: 6@ -= 12@ // (float)
0063: 7@ -= 13@ // (float)
0063: 8@ -= 14@ // (float)
0063: 9@ -= 15@ // (float)
0063: 10@ -= 16@ // (float)

:AIMBOT_1289
1@ = 0
0AA7: call_function 5683712 num_params 12 pop 12 0 0 0 0 1 1 1 1 1@v 8@v 5@v 2@v 13@ 
14@ = 0
15@ = 0
if
   not 1@ == 0
else_jump @AIMBOT_1481
0A8E: 2@ = 1@ + 54 // int
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0B10: 2@ = 2@ AND 7
if
  2@ == 2
else_jump @AIMBOT_1436
0AEB: 14@ = car_struct 1@ handle
jump @AIMBOT_1481

:AIMBOT_1436
if
  2@ == 3
else_jump @AIMBOT_1481
if
803B:   not  1@ == 0@ // (int)
else_jump @AIMBOT_1481
0AEA: 15@ = actor_struct 1@ handle

:AIMBOT_1481
0AB2: ret 2 14@ 15@

:AIMBOT_1492
068D: get_camera_position_to 3@ 4@ 5@
0509: 11@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0A8D: 6@ = read_memory 11989416 size 2 virtual_protect 0
if or
  6@ == 53
  6@ == 55
else_jump @AIMBOT_1910
0A8D: 7@ = read_memory 9261112 size 4 virtual_protect 0
6@ = 0.5
006B: 7@ *= 6@ // (float)
02F6: 6@ = sine 7@ // (float)
02F7: 8@ = cosine 7@ // (float)
0073: 6@ /= 8@ // (float)
0A8D: 9@ = read_memory 11987984 size 4 virtual_protect 0
8@ = 0.5
0063: 8@ -= 9@ // (float)
8@ += 0.5
0063: 8@ -= 9@ // (float)
0A8D: 9@ = read_memory 12840868 size 4 virtual_protect 0
7@ = 1.0
0073: 7@ /= 9@ // (float)
006B: 8@ *= 7@ // (float)
006B: 8@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 8@ 1.0 
0AA7: call_function $4 num_params 0 pop 0 8@ 
7@ = 3.141593
0063: 7@ -= 8@ // (float)
0A8D: 10@ = read_memory 11987988 size 4 virtual_protect 0
0087: 9@ = 10@ // (float)
8@ = 0.5
0063: 9@ -= 8@ // (float)
005B: 9@ += 10@ // (float)
0063: 9@ -= 8@ // (float)
006B: 9@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 9@ 1.0 
0AA7: call_function $4 num_params 0 pop 0 9@ 
8@ = 3.141593
0063: 8@ -= 9@ // (float)
jump @AIMBOT_1938

:AIMBOT_1910
7@ = 3.141593
7@ /= 2.0
0087: 8@ = 7@ // (float)

:AIMBOT_1938
0AA5: call 4327360 num_params 2 pop 2 5@ 11@ 
0AA7: call_function $4 num_params 0 pop 0 9@ 
3@ *= -1.0
0AA5: call 4327360 num_params 2 pop 2 3@ 4@ 
0AA7: call_function $4 num_params 0 pop 0 10@ 
11@ = 3.141593
11@ /= 2.0
0063: 10@ -= 11@ // (float)
0063: 9@ -= 7@ // (float)
0063: 10@ -= 8@ // (float)
10@ *= -1.0
0A25: set_camera_on_players_X_angle 9@ Z_angle 10@
0AB2: ret 0

:AIMBOT_2077
0A97: 1@ = car 0@ struct
1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ == 0
else_jump @AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2528 2 0@ 5 10@ 11@ 12@ 
0AB1: call_scm_func @AIMBOT_2528 2 0@ 7 13@ 14@ 15@ 
0AB1: call_scm_func @AIMBOT_2528 2 0@ 2 16@ 17@ 18@ 
0AB1: call_scm_func @AIMBOT_2528 2 0@ 4 19@ 20@ 21@ 
2@ = 3
jump @AIMBOT_2288

:AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2650 2 0@ 4 10@ 11@ 12@ 
0AB1: call_scm_func @AIMBOT_2650 2 0@ 5 13@ 14@ 15@ 
2@ = 1

:AIMBOT_2288
$9 = 1000000.0
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
3@ = 0

:AIMBOT_2319
if
8496:   not tire 3@ on_car 0@ deflated
else_jump @AIMBOT_2504
7@ = 3
006A: 7@ *= 3@ // (int)
8@ = 1
9@ = 2
005A: 8@ += 7@ // (int)
005A: 9@ += 7@ // (int)
0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 10@(7@,12i) 10@(8@,12i) 10@(9@,12i)
050A: 1@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 4@ 5@ 6@
if
0026:   $9 > 1@ // (float)
else_jump @AIMBOT_2504
0088: $9 = 1@ // (float)
0088: $6 = 10@(7@,12i) // (float)
0088: $7 = 10@(8@,12i) // (float)
0088: $8 = 10@(9@,12i) // (float)

:AIMBOT_2504
3@ += 1
001D:   3@ > 2@ // (int)
else_jump @AIMBOT_2319
return

:AIMBOT_2528
2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
1@ += 1608
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 64
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
0AB2: ret 3 2@ 3@ 4@

:AIMBOT_2650
2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
1@ += 1440
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0085: 2@ = 1@ // (int)
2@ += 64
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 6@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0
1@ += 4
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 16
0AA5: call 8314208 num_params 3 pop 3 1@ 5@v 2@v 
0AB2: ret 3 2@ 3@ 4@

:AIMBOT_2827
if and
  32@ > 600
0AB0:   key_pressed 164
0AB0:   key_pressed 49
else_jump @AIMBOT_2891
32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0
0485:   return_true
jump @AIMBOT_2893

:AIMBOT_2891
059A:   return_false

:AIMBOT_2893
return

:AIMBOT_2895
if
  32@ > 200
else_jump @AIMBOT_3680
if
0AB0:   key_pressed 49
else_jump @AIMBOT_3141
if
  29@ == 1
else_jump @AIMBOT_2961
29@ = 54
jump @AIMBOT_3096

:AIMBOT_2961
if
  29@ == 21
else_jump @AIMBOT_2993
29@ = 8
jump @AIMBOT_3096

:AIMBOT_2993
if
  29@ == 31
else_jump @AIMBOT_3025
29@ = 26
jump @AIMBOT_3096

:AIMBOT_3025
if
  29@ == 41
else_jump @AIMBOT_3057
29@ = 36
jump @AIMBOT_3096

:AIMBOT_3057
if
  29@ == 51
else_jump @AIMBOT_3089
29@ = 44
jump @AIMBOT_3096

:AIMBOT_3089
29@ -= 1

:AIMBOT_3096
gosub @AIMBOT_3682
32@ = 0
if
8449:   not actor $5 in_a_car
else_jump @AIMBOT_3134
0085: 31@ = 29@ // (int)

:AIMBOT_3134
jump @AIMBOT_3680

:AIMBOT_3141
if
0AB0:   key_pressed 50
else_jump @AIMBOT_3368
if
  29@ == 8
else_jump @AIMBOT_3188
29@ = 21
jump @AIMBOT_3323

:AIMBOT_3188
if
  29@ == 26
else_jump @AIMBOT_3220
29@ = 31
jump @AIMBOT_3323

:AIMBOT_3220
if
  29@ == 36
else_jump @AIMBOT_3252
29@ = 41
jump @AIMBOT_3323

:AIMBOT_3252
if
  29@ == 44
else_jump @AIMBOT_3284
29@ = 51
jump @AIMBOT_3323

:AIMBOT_3284
if
  29@ == 54
else_jump @AIMBOT_3316
29@ = 1
jump @AIMBOT_3323

:AIMBOT_3316
29@ += 1

:AIMBOT_3323
gosub @AIMBOT_3682
32@ = 0
if
8449:   not actor $5 in_a_car
else_jump @AIMBOT_3361
0085: 31@ = 29@ // (int)

:AIMBOT_3361
jump @AIMBOT_3680

:AIMBOT_3368
if
0AB0:   key_pressed 160
else_jump @AIMBOT_3529
0AC8: 22@ = allocate_memory_size 10
if
  30@ == 1
else_jump @AIMBOT_3437
30@ = 0
0AD3: 22@ = format "Normal" 
jump @AIMBOT_3457

:AIMBOT_3437
30@ = 1
0AD3: 22@ = format "Wheel" 

:AIMBOT_3457
32@ = 0
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %s aim mode." time 4000 22@ 
0AC9: free_allocated_memory 22@
jump @AIMBOT_3680

:AIMBOT_3529
if or
0AB0:   key_pressed 81
0AB0:   key_pressed 69
else_jump @AIMBOT_3680
if
0AB0:   key_pressed 81
else_jump @AIMBOT_3577
$10 = 0
jump @AIMBOT_3584

:AIMBOT_3577
$10 = 1

:AIMBOT_3584
$9 = 320.0
$12 = 0
0AB1: call_scm_func @AIMBOT_5057 2 12010640 -5222 
if
056D:   actor $12 defined
else_jump @AIMBOT_3680
0084: $5 = $12 // (int)
0A96: 28@ = actor $5 struct
32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0

:AIMBOT_3680
return

:AIMBOT_3682
0AC8: 22@ = allocate_memory_size 25
if
  29@ == 1
else_jump @AIMBOT_3734
0AD3: 22@ = format "BONE_PELVIS1" 
jump @AIMBOT_5000

:AIMBOT_3734
if
  29@ == 2
else_jump @AIMBOT_3778
0AD3: 22@ = format "BONE_PELVIS" 
jump @AIMBOT_5000

:AIMBOT_3778
if
  29@ == 3
else_jump @AIMBOT_3822
0AD3: 22@ = format "BONE_SPINE1" 
jump @AIMBOT_5000

:AIMBOT_3822
if
  29@ == 4
else_jump @AIMBOT_3870
0AD3: 22@ = format "BONE_UPPERTORSO" 
jump @AIMBOT_5000

:AIMBOT_3870
if
  29@ == 5
else_jump @AIMBOT_3912
0AD3: 22@ = format "BONE_NECK" 
jump @AIMBOT_5000

:AIMBOT_3912
if
  29@ == 6
else_jump @AIMBOT_3955
0AD3: 22@ = format "BONE_HEAD2" 
jump @AIMBOT_5000

:AIMBOT_3955
if
  29@ == 7
else_jump @AIMBOT_3998
0AD3: 22@ = format "BONE_HEAD1" 
jump @AIMBOT_5000

:AIMBOT_3998
if
  29@ == 8
else_jump @AIMBOT_4040
0AD3: 22@ = format "BONE_HEAD" 
jump @AIMBOT_5000

:AIMBOT_4040
if
  29@ == 21
else_jump @AIMBOT_4093
0AD3: 22@ = format "BONE_RIGHTUPPERTORSO" 
jump @AIMBOT_5000

:AIMBOT_4093
if
  29@ == 22
else_jump @AIMBOT_4144
0AD3: 22@ = format "BONE_RIGHTSHOULDER" 
jump @AIMBOT_5000

:AIMBOT_4144
if
  29@ == 23
else_jump @AIMBOT_4192
0AD3: 22@ = format "BONE_RIGHTELBOW" 
jump @AIMBOT_5000

:AIMBOT_4192
if
  29@ == 24
else_jump @AIMBOT_4240
0AD3: 22@ = format "BONE_RIGHTWRIST" 
jump @AIMBOT_5000

:AIMBOT_4240
if
  29@ == 25
else_jump @AIMBOT_4287
0AD3: 22@ = format "BONE_RIGHTHAND" 
jump @AIMBOT_5000

:AIMBOT_4287
if
  29@ == 26
else_jump @AIMBOT_4335
0AD3: 22@ = format "BONE_RIGHTTHUMB" 
jump @AIMBOT_5000

:AIMBOT_4335
if
  29@ == 31
else_jump @AIMBOT_4387
0AD3: 22@ = format "BONE_LEFTUPPERTORSO" 
jump @AIMBOT_5000

:AIMBOT_4387
if
  29@ == 32
else_jump @AIMBOT_4437
0AD3: 22@ = format "BONE_LEFTSHOULDER" 
jump @AIMBOT_5000

:AIMBOT_4437
if
  29@ == 33
else_jump @AIMBOT_4484
0AD3: 22@ = format "BONE_LEFTELBOW" 
jump @AIMBOT_5000

:AIMBOT_4484
if
  29@ == 34
else_jump @AIMBOT_4531
0AD3: 22@ = format "BONE_LEFTWRIST" 
jump @AIMBOT_5000

:AIMBOT_4531
if
  29@ == 35
else_jump @AIMBOT_4577
0AD3: 22@ = format "BONE_LEFTHAND" 
jump @AIMBOT_5000

:AIMBOT_4577
if
  29@ == 36
else_jump @AIMBOT_4624
0AD3: 22@ = format "BONE_LEFTTHUMB" 
jump @AIMBOT_5000

:AIMBOT_4624
if
  29@ == 41
else_jump @AIMBOT_4669
0AD3: 22@ = format "BONE_LEFTHIP" 
jump @AIMBOT_5000

:AIMBOT_4669
if
  29@ == 42
else_jump @AIMBOT_4715
0AD3: 22@ = format "BONE_LEFTKNEE" 
jump @AIMBOT_5000

:AIMBOT_4715
if
  29@ == 43
else_jump @AIMBOT_4762
0AD3: 22@ = format "BONE_LEFTANKLE" 
jump @AIMBOT_5000

:AIMBOT_4762
if
  29@ == 44
else_jump @AIMBOT_4808
0AD3: 22@ = format "BONE_LEFTFOOT" 
jump @AIMBOT_5000

:AIMBOT_4808
if
  29@ == 51
else_jump @AIMBOT_4854
0AD3: 22@ = format "BONE_RIGHTHIP" 
jump @AIMBOT_5000

:AIMBOT_4854
if
  29@ == 52
else_jump @AIMBOT_4901
0AD3: 22@ = format "BONE_RIGHTKNEE" 
jump @AIMBOT_5000

:AIMBOT_4901
if
  29@ == 53
else_jump @AIMBOT_4949
0AD3: 22@ = format "BONE_RIGHTANKLE" 
jump @AIMBOT_5000

:AIMBOT_4949
if
  29@ == 54
else_jump @AIMBOT_4996
0AD3: 22@ = format "BONE_RIGHTFOOT" 
jump @AIMBOT_5000

:AIMBOT_4996
if

:AIMBOT_5000
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %d: %s" time 4000 29@ 22@ 
0AC9: free_allocated_memory 22@
return

:AIMBOT_5057
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
3@ -= 1
4@ = 0

:AIMBOT_5121
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
2@ += 1
if and
  0@ > 0
   not 0@ >= 128
else_jump @AIMBOT_5195
0085: 5@ = 4@ // (int)
5@ *= 256
005A: 0@ += 5@ // (int)
gosub 1@

:AIMBOT_5195
4@ += 1
001D:   4@ > 3@ // (int)
else_jump @AIMBOT_5121
0AB2: ret 0
if and
02CB:   actor 0@ bounding_sphere_visible
87D6:   not  0@ == $PLAYER_ACTOR // @ == $ (int)
   not Actor.Dead(0@)
else_jump @AIMBOT_5507
Actor.StorePos(0@, 5@, 6@, 7@)
068D: get_camera_position_to 8@ 9@ 10@
if
06BD:   no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @AIMBOT_5507
if
87D6:   not  0@ == $5 // @ == $ (int)
else_jump @AIMBOT_5507
if
  $10 == 0
else_jump @AIMBOT_5381
11@ = 0.0
12@ = 320.0
jump @AIMBOT_5401

:AIMBOT_5381
11@ = 320.0
12@ = 640.0

:AIMBOT_5401
0AB1: call_scm_func @AIMBOT_5509 3 5@ 6@ 7@ 8@ 9@ 
if and
0035:   8@ >= 11@ // (float)
0035:   12@ >= 8@ // (float)
else_jump @AIMBOT_5507
0509: 10@ = distance_between_XY 320.0 9@ and_XY 8@ 9@
if
0036:   $9 >= 10@ // (float)
else_jump @AIMBOT_5507
0088: $9 = 10@ // (float)
008A: $12 = 0@ // (int)

:AIMBOT_5507
return

:AIMBOT_5509
0AB1: call_scm_func @AIMBOT_6064 1 0 12@ 
0AB1: call_scm_func @AIMBOT_6064 1 3 13@ 
0AB1: call_scm_func @AIMBOT_6064 1 6 14@ 
0AB1: call_scm_func @AIMBOT_6064 1 9 15@ 
0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@ 
0AB1: call_scm_func @AIMBOT_5957 2 3@ 4@ 3@ 4@ 
0AB2: ret 2 3@ 4@
0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0
3@ *= 0.5
02F6: 4@ = sine 3@ // (float)
02F7: 5@ = cosine 3@ // (float)
0073: 4@ /= 5@ // (float)
6@ = 1.0
0@ /= 320.0
0063: 6@ -= 0@ // (float)
006B: 6@ *= 4@ // (float)
7@ = 1.0
1@ /= 224.0
0063: 7@ -= 1@ // (float)
006B: 7@ *= 4@ // (float)
0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0
0073: 7@ /= 8@ // (float)
006B: 6@ *= 2@ // (float)
006B: 7@ *= 2@ // (float)
0087: 9@ = 6@ // (float)
0087: 10@ = 2@ // (float)
0087: 11@ = 7@ // (float)
0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0
0AB1: call_scm_func @AIMBOT_6064 1 9 13@ 
0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@ 
12@ += 48
0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0
12@ += 4
0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0
12@ += 4
0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0
005B: 14@ += 9@ // (float)
005B: 15@ += 10@ // (float)
005B: 16@ += 11@ // (float)
0AB2: ret 3 14@ 15@ 16@

:AIMBOT_5957
2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
0AB2: ret 2 0@ 1@

:AIMBOT_6064
0A9F: 1@ = current_thread_pointer
0@ *= 4
0A8E: 2@ = 1@ + 220 // int
if
  2@ == 1
else_jump @AIMBOT_6122
0@ += 10783072
jump @AIMBOT_6137

:AIMBOT_6122
005A: 0@ += 1@ // (int)
0@ += 60

:AIMBOT_6137
0AB2: ret 1 0@
hex
83 EC 04 D9 5C 24 00 8B 44 24 00 83 C4 04 C3
 

™ ChipFamily

По ту сторону надежды.
5,144
1,981
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Помогите разобраться, как в данном клео аиме сменить активацию, активация стоит сочетанием клавиш "alt+1" как мне поменять активацию скажем на "num3"
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'Aimbot'
30@ = 0
31@ = 8
32@ = 600

:AIMBOT_33
wait 0
if
gosub @AIMBOT_2827
else_jump @AIMBOT_33
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Activated" time 3000
0A9F: $4 = current_thread_pointer
$4 += 16
0A8D: $4 = read_memory $4 size 4 virtual_protect 0
$4 -= -6145

:AIMBOT_135
wait 0
if
0AB0:   key_pressed 2
else_jump @AIMBOT_200
gosub @AIMBOT_672
if
056D:   actor $5 defined
else_jump @AIMBOT_135
0A96: 28@ = actor $5 struct
0085: 29@ = 31@ // (int)
jump @AIMBOT_225

:AIMBOT_200
if
gosub @AIMBOT_2827
else_jump @AIMBOT_135
jump @AIMBOT_911

:AIMBOT_225
wait 0
if and
056D:   actor $5 defined
   not Actor.Dead($5)
0AB0:   key_pressed 2
else_jump @AIMBOT_861
if
0449:   actor $5 in_a_car
else_jump @AIMBOT_427
if
  30@ == 1
else_jump @AIMBOT_395
0@ = Actor.CurrentCar($5)
0A97: 1@ = car 0@ struct
1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if or
  1@ == 0
  1@ == 9
else_jump @AIMBOT_395
if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
else_jump @AIMBOT_395
jump @AIMBOT_510

:AIMBOT_395
if
   not 31@ == 8
else_jump @AIMBOT_420
31@ = 8

:AIMBOT_420
jump @AIMBOT_454

:AIMBOT_427
if
803B:   not  31@ == 29@ // (int)
else_jump @AIMBOT_454
0085: 31@ = 29@ // (int)

:AIMBOT_454
0AA6: call_method 6177408 struct 28@ num_params 3 pop 0 1 31@ 0@v
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@
gosub @AIMBOT_2895
jump @AIMBOT_225

:AIMBOT_510
wait 0
if and
056D:   actor $5 defined
   not Actor.Dead($5)
0AB0:   key_pressed 2
else_jump @AIMBOT_861
if and
  30@ == 1
0449:   actor $5 in_a_car
else_jump @AIMBOT_225
0@ = Actor.CurrentCar($5)
if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
else_jump @AIMBOT_225
gosub @AIMBOT_2077
0407: store_coords_to 0@ 1@ 2@ from_car 0@ with_offset $6 $7 $8
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@
gosub @AIMBOT_2895
jump @AIMBOT_510

:AIMBOT_672
wait 0
0AB1: call_scm_func @AIMBOT_970 0 0@ $5
if
056E:   car 0@ defined
else_jump @AIMBOT_859
1@ = Actor.CurrentCar($PLAYER_ACTOR)
if
803B:   not  1@ == 0@ // (int)
else_jump @AIMBOT_859
046C: $5 = car 0@ driver
if
856D:   not actor $5 defined
else_jump @AIMBOT_859
01E9: 2@ = car 0@ num_passengers
if
  2@ > 0
else_jump @AIMBOT_859
01EA: 3@ = car 0@ max_passengers
4@ = 0

:AIMBOT_800
if
8431:   not car 0@ passenger_seat_free 4@
else_jump @AIMBOT_837
0432: $5 = get_actor_handle_from_car 0@ passenger_seat 4@
jump @AIMBOT_859

:AIMBOT_837
4@ += 1
001D:   4@ > 3@ // (int)
else_jump @AIMBOT_800

:AIMBOT_859
return

:AIMBOT_861
wait 0
018C: play_sound 1058 at 0.0 0.0 0.0
$5 = 0
0085: 31@ = 29@ // (int)
wait 100
jump @AIMBOT_135

:AIMBOT_911
wait 0
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Deactivated" time 3000
jump @AIMBOT_33

:AIMBOT_970
0A96: 0@ = actor $PLAYER_ACTOR struct
0A8D: 1@ = read_memory 11989416 size 2 virtual_protect 0
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 25 2@v
4@ += 0.3
if or
  1@ == 53
  1@ == 55
else_jump @AIMBOT_1093
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 5@v 8@v 4@ 3@ 2@ 300.0
jump @AIMBOT_1289

:AIMBOT_1093
068E: get_camera_target_point_to 5@ 6@ 7@
068D: get_camera_position_to 8@ 9@ 10@
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
0087: 13@ = 10@ // (float)
0063: 11@ -= 5@ // (float)
0063: 12@ -= 6@ // (float)
0063: 13@ -= 7@ // (float)
0087: 14@ = 11@ // (float)
0087: 15@ = 12@ // (float)
0087: 16@ = 13@ // (float)
11@ *= 300.0
12@ *= 300.0
13@ *= 300.0
0087: 5@ = 8@ // (float)
0087: 6@ = 9@ // (float)
0087: 7@ = 10@ // (float)
0063: 5@ -= 11@ // (float)
0063: 6@ -= 12@ // (float)
0063: 7@ -= 13@ // (float)
0063: 8@ -= 14@ // (float)
0063: 9@ -= 15@ // (float)
0063: 10@ -= 16@ // (float)

:AIMBOT_1289
1@ = 0
0AA7: call_function 5683712 num_params 12 pop 12 0 0 0 0 1 1 1 1 1@v 8@v 5@v 2@v 13@
14@ = 0
15@ = 0
if
   not 1@ == 0
else_jump @AIMBOT_1481
0A8E: 2@ = 1@ + 54 // int
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0B10: 2@ = 2@ AND 7
if
  2@ == 2
else_jump @AIMBOT_1436
0AEB: 14@ = car_struct 1@ handle
jump @AIMBOT_1481

:AIMBOT_1436
if
  2@ == 3
else_jump @AIMBOT_1481
if
803B:   not  1@ == 0@ // (int)
else_jump @AIMBOT_1481
0AEA: 15@ = actor_struct 1@ handle

:AIMBOT_1481
0AB2: ret 2 14@ 15@

:AIMBOT_1492
068D: get_camera_position_to 3@ 4@ 5@
0509: 11@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0A8D: 6@ = read_memory 11989416 size 2 virtual_protect 0
if or
  6@ == 53
  6@ == 55
else_jump @AIMBOT_1910
0A8D: 7@ = read_memory 9261112 size 4 virtual_protect 0
6@ = 0.5
006B: 7@ *= 6@ // (float)
02F6: 6@ = sine 7@ // (float)
02F7: 8@ = cosine 7@ // (float)
0073: 6@ /= 8@ // (float)
0A8D: 9@ = read_memory 11987984 size 4 virtual_protect 0
8@ = 0.5
0063: 8@ -= 9@ // (float)
8@ += 0.5
0063: 8@ -= 9@ // (float)
0A8D: 9@ = read_memory 12840868 size 4 virtual_protect 0
7@ = 1.0
0073: 7@ /= 9@ // (float)
006B: 8@ *= 7@ // (float)
006B: 8@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 8@ 1.0
0AA7: call_function $4 num_params 0 pop 0 8@
7@ = 3.141593
0063: 7@ -= 8@ // (float)
0A8D: 10@ = read_memory 11987988 size 4 virtual_protect 0
0087: 9@ = 10@ // (float)
8@ = 0.5
0063: 9@ -= 8@ // (float)
005B: 9@ += 10@ // (float)
0063: 9@ -= 8@ // (float)
006B: 9@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 9@ 1.0
0AA7: call_function $4 num_params 0 pop 0 9@
8@ = 3.141593
0063: 8@ -= 9@ // (float)
jump @AIMBOT_1938

:AIMBOT_1910
7@ = 3.141593
7@ /= 2.0
0087: 8@ = 7@ // (float)

:AIMBOT_1938
0AA5: call 4327360 num_params 2 pop 2 5@ 11@
0AA7: call_function $4 num_params 0 pop 0 9@
3@ *= -1.0
0AA5: call 4327360 num_params 2 pop 2 3@ 4@
0AA7: call_function $4 num_params 0 pop 0 10@
11@ = 3.141593
11@ /= 2.0
0063: 10@ -= 11@ // (float)
0063: 9@ -= 7@ // (float)
0063: 10@ -= 8@ // (float)
10@ *= -1.0
0A25: set_camera_on_players_X_angle 9@ Z_angle 10@
0AB2: ret 0

:AIMBOT_2077
0A97: 1@ = car 0@ struct
1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ == 0
else_jump @AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2528 2 0@ 5 10@ 11@ 12@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 7 13@ 14@ 15@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 2 16@ 17@ 18@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 4 19@ 20@ 21@
2@ = 3
jump @AIMBOT_2288

:AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2650 2 0@ 4 10@ 11@ 12@
0AB1: call_scm_func @AIMBOT_2650 2 0@ 5 13@ 14@ 15@
2@ = 1

:AIMBOT_2288
$9 = 1000000.0
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
3@ = 0

:AIMBOT_2319
if
8496:   not tire 3@ on_car 0@ deflated
else_jump @AIMBOT_2504
7@ = 3
006A: 7@ *= 3@ // (int)
8@ = 1
9@ = 2
005A: 8@ += 7@ // (int)
005A: 9@ += 7@ // (int)
0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 10@(7@,12i) 10@(8@,12i) 10@(9@,12i)
050A: 1@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 4@ 5@ 6@
if
0026:   $9 > 1@ // (float)
else_jump @AIMBOT_2504
0088: $9 = 1@ // (float)
0088: $6 = 10@(7@,12i) // (float)
0088: $7 = 10@(8@,12i) // (float)
0088: $8 = 10@(9@,12i) // (float)

:AIMBOT_2504
3@ += 1
001D:   3@ > 2@ // (int)
else_jump @AIMBOT_2319
return

:AIMBOT_2528
2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
1@ += 1608
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 64
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
0AB2: ret 3 2@ 3@ 4@

:AIMBOT_2650
2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
1@ += 1440
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0085: 2@ = 1@ // (int)
2@ += 64
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 6@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0
1@ += 4
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 16
0AA5: call 8314208 num_params 3 pop 3 1@ 5@v 2@v
0AB2: ret 3 2@ 3@ 4@

:AIMBOT_2827
if and
  32@ > 600
0AB0:   key_pressed 164
0AB0:   key_pressed 49
else_jump @AIMBOT_2891
32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0
0485:   return_true
jump @AIMBOT_2893

:AIMBOT_2891
059A:   return_false

:AIMBOT_2893
return

:AIMBOT_2895
if
  32@ > 200
else_jump @AIMBOT_3680
if
0AB0:   key_pressed 49
else_jump @AIMBOT_3141
if
  29@ == 1
else_jump @AIMBOT_2961
29@ = 54
jump @AIMBOT_3096

:AIMBOT_2961
if
  29@ == 21
else_jump @AIMBOT_2993
29@ = 8
jump @AIMBOT_3096

:AIMBOT_2993
if
  29@ == 31
else_jump @AIMBOT_3025
29@ = 26
jump @AIMBOT_3096

:AIMBOT_3025
if
  29@ == 41
else_jump @AIMBOT_3057
29@ = 36
jump @AIMBOT_3096

:AIMBOT_3057
if
  29@ == 51
else_jump @AIMBOT_3089
29@ = 44
jump @AIMBOT_3096

:AIMBOT_3089
29@ -= 1

:AIMBOT_3096
gosub @AIMBOT_3682
32@ = 0
if
8449:   not actor $5 in_a_car
else_jump @AIMBOT_3134
0085: 31@ = 29@ // (int)

:AIMBOT_3134
jump @AIMBOT_3680

:AIMBOT_3141
if
0AB0:   key_pressed 50
else_jump @AIMBOT_3368
if
  29@ == 8
else_jump @AIMBOT_3188
29@ = 21
jump @AIMBOT_3323

:AIMBOT_3188
if
  29@ == 26
else_jump @AIMBOT_3220
29@ = 31
jump @AIMBOT_3323

:AIMBOT_3220
if
  29@ == 36
else_jump @AIMBOT_3252
29@ = 41
jump @AIMBOT_3323

:AIMBOT_3252
if
  29@ == 44
else_jump @AIMBOT_3284
29@ = 51
jump @AIMBOT_3323

:AIMBOT_3284
if
  29@ == 54
else_jump @AIMBOT_3316
29@ = 1
jump @AIMBOT_3323

:AIMBOT_3316
29@ += 1

:AIMBOT_3323
gosub @AIMBOT_3682
32@ = 0
if
8449:   not actor $5 in_a_car
else_jump @AIMBOT_3361
0085: 31@ = 29@ // (int)

:AIMBOT_3361
jump @AIMBOT_3680

:AIMBOT_3368
if
0AB0:   key_pressed 160
else_jump @AIMBOT_3529
0AC8: 22@ = allocate_memory_size 10
if
  30@ == 1
else_jump @AIMBOT_3437
30@ = 0
0AD3: 22@ = format "Normal"
jump @AIMBOT_3457

:AIMBOT_3437
30@ = 1
0AD3: 22@ = format "Wheel"

:AIMBOT_3457
32@ = 0
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %s aim mode." time 4000 22@
0AC9: free_allocated_memory 22@
jump @AIMBOT_3680

:AIMBOT_3529
if or
0AB0:   key_pressed 81
0AB0:   key_pressed 69
else_jump @AIMBOT_3680
if
0AB0:   key_pressed 81
else_jump @AIMBOT_3577
$10 = 0
jump @AIMBOT_3584

:AIMBOT_3577
$10 = 1

:AIMBOT_3584
$9 = 320.0
$12 = 0
0AB1: call_scm_func @AIMBOT_5057 2 12010640 -5222
if
056D:   actor $12 defined
else_jump @AIMBOT_3680
0084: $5 = $12 // (int)
0A96: 28@ = actor $5 struct
32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0

:AIMBOT_3680
return

:AIMBOT_3682
0AC8: 22@ = allocate_memory_size 25
if
  29@ == 1
else_jump @AIMBOT_3734
0AD3: 22@ = format "BONE_PELVIS1"
jump @AIMBOT_5000

:AIMBOT_3734
if
  29@ == 2
else_jump @AIMBOT_3778
0AD3: 22@ = format "BONE_PELVIS"
jump @AIMBOT_5000

:AIMBOT_3778
if
  29@ == 3
else_jump @AIMBOT_3822
0AD3: 22@ = format "BONE_SPINE1"
jump @AIMBOT_5000

:AIMBOT_3822
if
  29@ == 4
else_jump @AIMBOT_3870
0AD3: 22@ = format "BONE_UPPERTORSO"
jump @AIMBOT_5000

:AIMBOT_3870
if
  29@ == 5
else_jump @AIMBOT_3912
0AD3: 22@ = format "BONE_NECK"
jump @AIMBOT_5000

:AIMBOT_3912
if
  29@ == 6
else_jump @AIMBOT_3955
0AD3: 22@ = format "BONE_HEAD2"
jump @AIMBOT_5000

:AIMBOT_3955
if
  29@ == 7
else_jump @AIMBOT_3998
0AD3: 22@ = format "BONE_HEAD1"
jump @AIMBOT_5000

:AIMBOT_3998
if
  29@ == 8
else_jump @AIMBOT_4040
0AD3: 22@ = format "BONE_HEAD"
jump @AIMBOT_5000

:AIMBOT_4040
if
  29@ == 21
else_jump @AIMBOT_4093
0AD3: 22@ = format "BONE_RIGHTUPPERTORSO"
jump @AIMBOT_5000

:AIMBOT_4093
if
  29@ == 22
else_jump @AIMBOT_4144
0AD3: 22@ = format "BONE_RIGHTSHOULDER"
jump @AIMBOT_5000

:AIMBOT_4144
if
  29@ == 23
else_jump @AIMBOT_4192
0AD3: 22@ = format "BONE_RIGHTELBOW"
jump @AIMBOT_5000

:AIMBOT_4192
if
  29@ == 24
else_jump @AIMBOT_4240
0AD3: 22@ = format "BONE_RIGHTWRIST"
jump @AIMBOT_5000

:AIMBOT_4240
if
  29@ == 25
else_jump @AIMBOT_4287
0AD3: 22@ = format "BONE_RIGHTHAND"
jump @AIMBOT_5000

:AIMBOT_4287
if
  29@ == 26
else_jump @AIMBOT_4335
0AD3: 22@ = format "BONE_RIGHTTHUMB"
jump @AIMBOT_5000

:AIMBOT_4335
if
  29@ == 31
else_jump @AIMBOT_4387
0AD3: 22@ = format "BONE_LEFTUPPERTORSO"
jump @AIMBOT_5000

:AIMBOT_4387
if
  29@ == 32
else_jump @AIMBOT_4437
0AD3: 22@ = format "BONE_LEFTSHOULDER"
jump @AIMBOT_5000

:AIMBOT_4437
if
  29@ == 33
else_jump @AIMBOT_4484
0AD3: 22@ = format "BONE_LEFTELBOW"
jump @AIMBOT_5000

:AIMBOT_4484
if
  29@ == 34
else_jump @AIMBOT_4531
0AD3: 22@ = format "BONE_LEFTWRIST"
jump @AIMBOT_5000

:AIMBOT_4531
if
  29@ == 35
else_jump @AIMBOT_4577
0AD3: 22@ = format "BONE_LEFTHAND"
jump @AIMBOT_5000

:AIMBOT_4577
if
  29@ == 36
else_jump @AIMBOT_4624
0AD3: 22@ = format "BONE_LEFTTHUMB"
jump @AIMBOT_5000

:AIMBOT_4624
if
  29@ == 41
else_jump @AIMBOT_4669
0AD3: 22@ = format "BONE_LEFTHIP"
jump @AIMBOT_5000

:AIMBOT_4669
if
  29@ == 42
else_jump @AIMBOT_4715
0AD3: 22@ = format "BONE_LEFTKNEE"
jump @AIMBOT_5000

:AIMBOT_4715
if
  29@ == 43
else_jump @AIMBOT_4762
0AD3: 22@ = format "BONE_LEFTANKLE"
jump @AIMBOT_5000

:AIMBOT_4762
if
  29@ == 44
else_jump @AIMBOT_4808
0AD3: 22@ = format "BONE_LEFTFOOT"
jump @AIMBOT_5000

:AIMBOT_4808
if
  29@ == 51
else_jump @AIMBOT_4854
0AD3: 22@ = format "BONE_RIGHTHIP"
jump @AIMBOT_5000

:AIMBOT_4854
if
  29@ == 52
else_jump @AIMBOT_4901
0AD3: 22@ = format "BONE_RIGHTKNEE"
jump @AIMBOT_5000

:AIMBOT_4901
if
  29@ == 53
else_jump @AIMBOT_4949
0AD3: 22@ = format "BONE_RIGHTANKLE"
jump @AIMBOT_5000

:AIMBOT_4949
if
  29@ == 54
else_jump @AIMBOT_4996
0AD3: 22@ = format "BONE_RIGHTFOOT"
jump @AIMBOT_5000

:AIMBOT_4996
if

:AIMBOT_5000
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %d: %s" time 4000 29@ 22@
0AC9: free_allocated_memory 22@
return

:AIMBOT_5057
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
3@ -= 1
4@ = 0

:AIMBOT_5121
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
2@ += 1
if and
  0@ > 0
   not 0@ >= 128
else_jump @AIMBOT_5195
0085: 5@ = 4@ // (int)
5@ *= 256
005A: 0@ += 5@ // (int)
gosub 1@

:AIMBOT_5195
4@ += 1
001D:   4@ > 3@ // (int)
else_jump @AIMBOT_5121
0AB2: ret 0
if and
02CB:   actor 0@ bounding_sphere_visible
87D6:   not  0@ == $PLAYER_ACTOR // @ == $ (int)
   not Actor.Dead(0@)
else_jump @AIMBOT_5507
Actor.StorePos(0@, 5@, 6@, 7@)
068D: get_camera_position_to 8@ 9@ 10@
if
06BD:   no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @AIMBOT_5507
if
87D6:   not  0@ == $5 // @ == $ (int)
else_jump @AIMBOT_5507
if
  $10 == 0
else_jump @AIMBOT_5381
11@ = 0.0
12@ = 320.0
jump @AIMBOT_5401

:AIMBOT_5381
11@ = 320.0
12@ = 640.0

:AIMBOT_5401
0AB1: call_scm_func @AIMBOT_5509 3 5@ 6@ 7@ 8@ 9@
if and
0035:   8@ >= 11@ // (float)
0035:   12@ >= 8@ // (float)
else_jump @AIMBOT_5507
0509: 10@ = distance_between_XY 320.0 9@ and_XY 8@ 9@
if
0036:   $9 >= 10@ // (float)
else_jump @AIMBOT_5507
0088: $9 = 10@ // (float)
008A: $12 = 0@ // (int)

:AIMBOT_5507
return

:AIMBOT_5509
0AB1: call_scm_func @AIMBOT_6064 1 0 12@
0AB1: call_scm_func @AIMBOT_6064 1 3 13@
0AB1: call_scm_func @AIMBOT_6064 1 6 14@
0AB1: call_scm_func @AIMBOT_6064 1 9 15@
0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@
0AB1: call_scm_func @AIMBOT_5957 2 3@ 4@ 3@ 4@
0AB2: ret 2 3@ 4@
0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0
3@ *= 0.5
02F6: 4@ = sine 3@ // (float)
02F7: 5@ = cosine 3@ // (float)
0073: 4@ /= 5@ // (float)
6@ = 1.0
0@ /= 320.0
0063: 6@ -= 0@ // (float)
006B: 6@ *= 4@ // (float)
7@ = 1.0
1@ /= 224.0
0063: 7@ -= 1@ // (float)
006B: 7@ *= 4@ // (float)
0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0
0073: 7@ /= 8@ // (float)
006B: 6@ *= 2@ // (float)
006B: 7@ *= 2@ // (float)
0087: 9@ = 6@ // (float)
0087: 10@ = 2@ // (float)
0087: 11@ = 7@ // (float)
0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0
0AB1: call_scm_func @AIMBOT_6064 1 9 13@
0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@
12@ += 48
0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0
12@ += 4
0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0
12@ += 4
0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0
005B: 14@ += 9@ // (float)
005B: 15@ += 10@ // (float)
005B: 16@ += 11@ // (float)
0AB2: ret 3 14@ 15@ 16@

:AIMBOT_5957
2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
0AB2: ret 2 0@ 1@

:AIMBOT_6064
0A9F: 1@ = current_thread_pointer
0@ *= 4
0A8E: 2@ = 1@ + 220 // int
if
  2@ == 1
else_jump @AIMBOT_6122
0@ += 10783072
jump @AIMBOT_6137

:AIMBOT_6122
005A: 0@ += 1@ // (int)
0@ += 60

:AIMBOT_6137
0AB2: ret 1 0@
hex
83 EC 04 D9 5C 24 00 8B 44 24 00 83 C4 04 C3
 

Вложения

  • AimBot.cs
    40.6 KB · Просмотры: 9
  • Нравится
Реакции: Ronald_Miller

manko-03

Новичок
9
1
Привет снова. Я крч опять пишу. Чип скинул сурс, верно? Хочу выцепить оттуда только починку. Желательно клео или луа [не луаки всякие]. Можно кодом для СаняБилдера [типо Sanny Builder.]. Был бы очень благодарен.
 

Вложения

  • Source.txt
    16.2 KB · Просмотры: 5

Ronald_Miller

Новичок
6
1
Привет, активация поменялась, но при наводке на скин теперь происходит краш

SA-MP 0.3.7
Exception At Address: 0x0719E840 in unknown
Exception: 0xC0000005 - Access violation writing location 0x00000000

Registers:
EAX: 0x00000000 EBX: 0x63A33200 ECX: 0x63A33200 EDX: 0x00000000
ESI: 0x0719E840 EDI: 0x63A33200 EBP: 0x0028FCFC ESP: 0x0028FCE8
EFLAGS: 0x00210206

Backtrace:
0x0719E840 in unknown
0x639F28A0 _CLEO_ReadStringOpcodeParam@12+0x310 in cleo.asi+0x228A0
0x00469FF7 in gta_sa.exe
0x0053E986 in gta_sa.exe
0x0053ECC2 in gta_sa.exe
0x00619B71 in gta_sa.exe
0x00748DA0 in gta_sa.exe
0x008246F1 in gta_sa.exe
0x00824588 in gta_sa.exe

ASI plugins:
audio.asi
cleo.asi
mousefix.asi
NormalMapFix.asi
OutFitFix.asi
samp.asi
SAMPGraphicRestore.asi
sensfix.asi
ShellFix.asi
StreamMemFix.asi

Address code: 5D C2 04 00 CC
Before address code: A7 A0 63 FF D1

Crash module: cleo.asi
Size: 264704
CRC32: 1B264C29

Stack:
+0000: 0x0719E840 0x00000001 0x071A06A1 0x00000000
+0010: 0x00000008 0x0028FD08 0x639F28A0 0x63A33200
+0020: 0x0028FD94 0x00469FF7 0x00000AA7 0x0719E840
+0030: 0x00000000 0x639F057F 0x00000000 0x0719E840
+0040: 0x0046A220 0x99172DB8 0x0000008D 0x0028FD94
+0050: 0x00000000 0x0000000B 0x0028FD84 0x0083C528
+0060: 0xFFFFFFFF 0x0053BFCC 0x0000001A 0xFFFFFFFF
+0070: 0x00000000 0xFFFFFFFF 0x03D04363 0xFFFFFFFF

SCM Op: 0x685, lDbg: 0 LastRendObj: 1468

Game work: 98 sec

Pos: 2445.945557 -1694.555786 13.563045

Game Version: US 1.0

Memory: 533 MB

Windows 7
 

Losososo

Известный
354
70
Активация поменялась, но при наводке на скин теперь происходит краш

SA-MP 0.3.7
Exception At Address: 0x0719E840 in unknown
Exception: 0xC0000005 - Access violation writing location 0x00000000

Registers:
EAX: 0x00000000 EBX: 0x63A33200 ECX: 0x63A33200 EDX: 0x00000000
ESI: 0x0719E840 EDI: 0x63A33200 EBP: 0x0028FCFC ESP: 0x0028FCE8
EFLAGS: 0x00210206

Backtrace:
0x0719E840 in unknown
0x639F28A0 _CLEO_ReadStringOpcodeParam@12+0x310 in cleo.asi+0x228A0
0x00469FF7 in gta_sa.exe
0x0053E986 in gta_sa.exe
0x0053ECC2 in gta_sa.exe
0x00619B71 in gta_sa.exe
0x00748DA0 in gta_sa.exe
0x008246F1 in gta_sa.exe
0x00824588 in gta_sa.exe

ASI plugins:
audio.asi
cleo.asi
mousefix.asi
NormalMapFix.asi
OutFitFix.asi
samp.asi
SAMPGraphicRestore.asi
sensfix.asi
ShellFix.asi
StreamMemFix.asi

Address code: 5D C2 04 00 CC
Before address code: A7 A0 63 FF D1

Crash module: cleo.asi
Size: 264704
CRC32: 1B264C29

Stack:
+0000: 0x0719E840 0x00000001 0x071A06A1 0x00000000
+0010: 0x00000008 0x0028FD08 0x639F28A0 0x63A33200
+0020: 0x0028FD94 0x00469FF7 0x00000AA7 0x0719E840
+0030: 0x00000000 0x639F057F 0x00000000 0x0719E840
+0040: 0x0046A220 0x99172DB8 0x0000008D 0x0028FD94
+0050: 0x00000000 0x0000000B 0x0028FD84 0x0083C528
+0060: 0xFFFFFFFF 0x0053BFCC 0x0000001A 0xFFFFFFFF
+0070: 0x00000000 0xFFFFFFFF 0x03D04363 0xFFFFFFFF

SCM Op: 0x685, lDbg: 0 LastRendObj: 1468

Game work: 98 sec

Pos: 2445.945557 -1694.555786 13.563045

Game Version: US 1.0

Memory: 533 MB

Windows 7
Если я не ошибаюсь у тебя стиллер или аддон. samp.asi по дефолту стиллер. Проверь лучше свою ЖТА.
 

клешь рояль

Известный
1,255
551
Активация поменялась, но при наводке на скин теперь происходит краш

SA-MP 0.3.7
Exception At Address: 0x0719E840 in unknown
Exception: 0xC0000005 - Access violation writing location 0x00000000

Registers:
EAX: 0x00000000 EBX: 0x63A33200 ECX: 0x63A33200 EDX: 0x00000000
ESI: 0x0719E840 EDI: 0x63A33200 EBP: 0x0028FCFC ESP: 0x0028FCE8
EFLAGS: 0x00210206

Backtrace:
0x0719E840 in unknown
0x639F28A0 _CLEO_ReadStringOpcodeParam@12+0x310 in cleo.asi+0x228A0
0x00469FF7 in gta_sa.exe
0x0053E986 in gta_sa.exe
0x0053ECC2 in gta_sa.exe
0x00619B71 in gta_sa.exe
0x00748DA0 in gta_sa.exe
0x008246F1 in gta_sa.exe
0x00824588 in gta_sa.exe

ASI plugins:
audio.asi
cleo.asi
mousefix.asi
NormalMapFix.asi
OutFitFix.asi
samp.asi
SAMPGraphicRestore.asi
sensfix.asi
ShellFix.asi
StreamMemFix.asi

Address code: 5D C2 04 00 CC
Before address code: A7 A0 63 FF D1

Crash module: cleo.asi
Size: 264704
CRC32: 1B264C29

Stack:
+0000: 0x0719E840 0x00000001 0x071A06A1 0x00000000
+0010: 0x00000008 0x0028FD08 0x639F28A0 0x63A33200
+0020: 0x0028FD94 0x00469FF7 0x00000AA7 0x0719E840
+0030: 0x00000000 0x639F057F 0x00000000 0x0719E840
+0040: 0x0046A220 0x99172DB8 0x0000008D 0x0028FD94
+0050: 0x00000000 0x0000000B 0x0028FD84 0x0083C528
+0060: 0xFFFFFFFF 0x0053BFCC 0x0000001A 0xFFFFFFFF
+0070: 0x00000000 0xFFFFFFFF 0x03D04363 0xFFFFFFFF

SCM Op: 0x685, lDbg: 0 LastRendObj: 1468

Game work: 98 sec

Pos: 2445.945557 -1694.555786 13.563045

Game Version: US 1.0

Memory: 533 MB

Windows 7
Мы бы не отказались от кода
 

Ronald_Miller

Новичок
6
1
Мы бы не отказались от кода
Вот, активация была "Alt+1" мне помогли и поменяли её на "num3" теперь при наводке крашит самп
CLEO:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'Aimbot'
30@ = 0
31@ = 8
32@ = 600

:AIMBOT_33
wait 0
if
gosub @AIMBOT_2827
else_jump @AIMBOT_33
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Activated" time 3000
0A9F: $4 = current_thread_pointer
$4 += 16
0A8D: $4 = read_memory $4 size 4 virtual_protect 0
$4 -= -6145

:AIMBOT_135
wait 0
if
0AB0:   key_pressed 2
else_jump @AIMBOT_200
gosub @AIMBOT_672
if
056D:   actor $5 defined
else_jump @AIMBOT_135
0A96: 28@ = actor $5 struct
0085: 29@ = 31@ // (int)
jump @AIMBOT_225

:AIMBOT_200
if
gosub @AIMBOT_2827
else_jump @AIMBOT_135
jump @AIMBOT_911

:AIMBOT_225
wait 0
if and
056D:   actor $5 defined
   not Actor.Dead($5)
0AB0:   key_pressed 2
else_jump @AIMBOT_861
if
0449:   actor $5 in_a_car
else_jump @AIMBOT_427
if
  30@ == 1
else_jump @AIMBOT_395
0@ = Actor.CurrentCar($5)
0A97: 1@ = car 0@ struct
1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if or
  1@ == 0
  1@ == 9
else_jump @AIMBOT_395
if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
else_jump @AIMBOT_395
jump @AIMBOT_510

:AIMBOT_395
if
   not 31@ == 8
else_jump @AIMBOT_420
31@ = 8

:AIMBOT_420
jump @AIMBOT_454

:AIMBOT_427
if
803B:   not  31@ == 29@ // (int)
else_jump @AIMBOT_454
0085: 31@ = 29@ // (int)

:AIMBOT_454
0AA6: call_method 6177408 struct 28@ num_params 3 pop 0 1 31@ 0@v
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@
gosub @AIMBOT_2895
jump @AIMBOT_225

:AIMBOT_510
wait 0
if and
056D:   actor $5 defined
   not Actor.Dead($5)
0AB0:   key_pressed 2
else_jump @AIMBOT_861
if and
  30@ == 1
0449:   actor $5 in_a_car
else_jump @AIMBOT_225
0@ = Actor.CurrentCar($5)
if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
else_jump @AIMBOT_225
gosub @AIMBOT_2077
0407: store_coords_to 0@ 1@ 2@ from_car 0@ with_offset $6 $7 $8
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@
gosub @AIMBOT_2895
jump @AIMBOT_510

:AIMBOT_672
wait 0
0AB1: call_scm_func @AIMBOT_970 0 0@ $5
if
056E:   car 0@ defined
else_jump @AIMBOT_859
1@ = Actor.CurrentCar($PLAYER_ACTOR)
if
803B:   not  1@ == 0@ // (int)
else_jump @AIMBOT_859
046C: $5 = car 0@ driver
if
856D:   not actor $5 defined
else_jump @AIMBOT_859
01E9: 2@ = car 0@ num_passengers
if
  2@ > 0
else_jump @AIMBOT_859
01EA: 3@ = car 0@ max_passengers
4@ = 0

:AIMBOT_800
if
8431:   not car 0@ passenger_seat_free 4@
else_jump @AIMBOT_837
0432: $5 = get_actor_handle_from_car 0@ passenger_seat 4@
jump @AIMBOT_859

:AIMBOT_837
4@ += 1
001D:   4@ > 3@ // (int)
else_jump @AIMBOT_800

:AIMBOT_859
return

:AIMBOT_861
wait 0
018C: play_sound 1058 at 0.0 0.0 0.0
$5 = 0
0085: 31@ = 29@ // (int)
wait 100
jump @AIMBOT_135

:AIMBOT_911
wait 0
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Deactivated" time 3000
jump @AIMBOT_33

:AIMBOT_970
0A96: 0@ = actor $PLAYER_ACTOR struct
0A8D: 1@ = read_memory 11989416 size 2 virtual_protect 0
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 25 2@v
4@ += 0.3
if or
  1@ == 53
  1@ == 55
else_jump @AIMBOT_1093
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 5@v 8@v 4@ 3@ 2@ 300.0
jump @AIMBOT_1289

:AIMBOT_1093
068E: get_camera_target_point_to 5@ 6@ 7@
068D: get_camera_position_to 8@ 9@ 10@
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
0087: 13@ = 10@ // (float)
0063: 11@ -= 5@ // (float)
0063: 12@ -= 6@ // (float)
0063: 13@ -= 7@ // (float)
0087: 14@ = 11@ // (float)
0087: 15@ = 12@ // (float)
0087: 16@ = 13@ // (float)
11@ *= 300.0
12@ *= 300.0
13@ *= 300.0
0087: 5@ = 8@ // (float)
0087: 6@ = 9@ // (float)
0087: 7@ = 10@ // (float)
0063: 5@ -= 11@ // (float)
0063: 6@ -= 12@ // (float)
0063: 7@ -= 13@ // (float)
0063: 8@ -= 14@ // (float)
0063: 9@ -= 15@ // (float)
0063: 10@ -= 16@ // (float)

:AIMBOT_1289
1@ = 0
0AA7: call_function 5683712 num_params 12 pop 12 0 0 0 0 1 1 1 1 1@v 8@v 5@v 2@v 13@
14@ = 0
15@ = 0
if
   not 1@ == 0
else_jump @AIMBOT_1481
0A8E: 2@ = 1@ + 54 // int
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0B10: 2@ = 2@ AND 7
if
  2@ == 2
else_jump @AIMBOT_1436
0AEB: 14@ = car_struct 1@ handle
jump @AIMBOT_1481

:AIMBOT_1436
if
  2@ == 3
else_jump @AIMBOT_1481
if
803B:   not  1@ == 0@ // (int)
else_jump @AIMBOT_1481
0AEA: 15@ = actor_struct 1@ handle

:AIMBOT_1481
0AB2: ret 2 14@ 15@

:AIMBOT_1492
068D: get_camera_position_to 3@ 4@ 5@
0509: 11@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0A8D: 6@ = read_memory 11989416 size 2 virtual_protect 0
if or
  6@ == 53
  6@ == 55
else_jump @AIMBOT_1910
0A8D: 7@ = read_memory 9261112 size 4 virtual_protect 0
6@ = 0.5
006B: 7@ *= 6@ // (float)
02F6: 6@ = sine 7@ // (float)
02F7: 8@ = cosine 7@ // (float)
0073: 6@ /= 8@ // (float)
0A8D: 9@ = read_memory 11987984 size 4 virtual_protect 0
8@ = 0.5
0063: 8@ -= 9@ // (float)
8@ += 0.5
0063: 8@ -= 9@ // (float)
0A8D: 9@ = read_memory 12840868 size 4 virtual_protect 0
7@ = 1.0
0073: 7@ /= 9@ // (float)
006B: 8@ *= 7@ // (float)
006B: 8@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 8@ 1.0
0AA7: call_function $4 num_params 0 pop 0 8@
7@ = 3.141593
0063: 7@ -= 8@ // (float)
0A8D: 10@ = read_memory 11987988 size 4 virtual_protect 0
0087: 9@ = 10@ // (float)
8@ = 0.5
0063: 9@ -= 8@ // (float)
005B: 9@ += 10@ // (float)
0063: 9@ -= 8@ // (float)
006B: 9@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 9@ 1.0
0AA7: call_function $4 num_params 0 pop 0 9@
8@ = 3.141593
0063: 8@ -= 9@ // (float)
jump @AIMBOT_1938

:AIMBOT_1910
7@ = 3.141593
7@ /= 2.0
0087: 8@ = 7@ // (float)

:AIMBOT_1938
0AA5: call 4327360 num_params 2 pop 2 5@ 11@
0AA7: call_function $4 num_params 0 pop 0 9@
3@ *= -1.0
0AA5: call 4327360 num_params 2 pop 2 3@ 4@
0AA7: call_function $4 num_params 0 pop 0 10@
11@ = 3.141593
11@ /= 2.0
0063: 10@ -= 11@ // (float)
0063: 9@ -= 7@ // (float)
0063: 10@ -= 8@ // (float)
10@ *= -1.0
0A25: set_camera_on_players_X_angle 9@ Z_angle 10@
0AB2: ret 0

:AIMBOT_2077
0A97: 1@ = car 0@ struct
1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ == 0
else_jump @AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2528 2 0@ 5 10@ 11@ 12@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 7 13@ 14@ 15@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 2 16@ 17@ 18@
0AB1: call_scm_func @AIMBOT_2528 2 0@ 4 19@ 20@ 21@
2@ = 3
jump @AIMBOT_2288

:AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2650 2 0@ 4 10@ 11@ 12@
0AB1: call_scm_func @AIMBOT_2650 2 0@ 5 13@ 14@ 15@
2@ = 1

:AIMBOT_2288
$9 = 1000000.0
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
3@ = 0

:AIMBOT_2319
if
8496:   not tire 3@ on_car 0@ deflated
else_jump @AIMBOT_2504
7@ = 3
006A: 7@ *= 3@ // (int)
8@ = 1
9@ = 2
005A: 8@ += 7@ // (int)
005A: 9@ += 7@ // (int)
0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 10@(7@,12i) 10@(8@,12i) 10@(9@,12i)
050A: 1@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 4@ 5@ 6@
if
0026:   $9 > 1@ // (float)
else_jump @AIMBOT_2504
0088: $9 = 1@ // (float)
0088: $6 = 10@(7@,12i) // (float)
0088: $7 = 10@(8@,12i) // (float)
0088: $8 = 10@(9@,12i) // (float)

:AIMBOT_2504
3@ += 1
001D:   3@ > 2@ // (int)
else_jump @AIMBOT_2319
return

:AIMBOT_2528
2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
1@ += 1608
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 64
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
0AB2: ret 3 2@ 3@ 4@

:AIMBOT_2650
2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
1@ += 1440
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0085: 2@ = 1@ // (int)
2@ += 64
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 6@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0
1@ += 4
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 16
0AA5: call 8314208 num_params 3 pop 3 1@ 5@v 2@v
0AB2: ret 3 2@ 3@ 4@

:AIMBOT_2827
if and
  32@ > 600
0AB0:   key_pressed 99
else_jump @AIMBOT_2891
32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0
0485:   return_true
jump @AIMBOT_2893

:AIMBOT_2891
059A:   return_false

:AIMBOT_2893
return

:AIMBOT_2895
if
  32@ > 200
else_jump @AIMBOT_3680
if
0AB0:   key_pressed 99
else_jump @AIMBOT_3141
if
  29@ == 1
else_jump @AIMBOT_2961
29@ = 54
jump @AIMBOT_3096

:AIMBOT_2961
if
  29@ == 21
else_jump @AIMBOT_2993
29@ = 8
jump @AIMBOT_3096

:AIMBOT_2993
if
  29@ == 31
else_jump @AIMBOT_3025
29@ = 26
jump @AIMBOT_3096

:AIMBOT_3025
if
  29@ == 41
else_jump @AIMBOT_3057
29@ = 36
jump @AIMBOT_3096

:AIMBOT_3057
if
  29@ == 51
else_jump @AIMBOT_3089
29@ = 44
jump @AIMBOT_3096

:AIMBOT_3089
29@ -= 1

:AIMBOT_3096
gosub @AIMBOT_3682
32@ = 0
if
8449:   not actor $5 in_a_car
else_jump @AIMBOT_3134
0085: 31@ = 29@ // (int)

:AIMBOT_3134
jump @AIMBOT_3680

:AIMBOT_3141
if
0AB0:   key_pressed 50
else_jump @AIMBOT_3368
if
  29@ == 8
else_jump @AIMBOT_3188
29@ = 21
jump @AIMBOT_3323

:AIMBOT_3188
if
  29@ == 26
else_jump @AIMBOT_3220
29@ = 31
jump @AIMBOT_3323

:AIMBOT_3220
if
  29@ == 36
else_jump @AIMBOT_3252
29@ = 41
jump @AIMBOT_3323

:AIMBOT_3252
if
  29@ == 44
else_jump @AIMBOT_3284
29@ = 51
jump @AIMBOT_3323

:AIMBOT_3284
if
  29@ == 54
else_jump @AIMBOT_3316
29@ = 1
jump @AIMBOT_3323

:AIMBOT_3316
29@ += 1

:AIMBOT_3323
gosub @AIMBOT_3682
32@ = 0
if
8449:   not actor $5 in_a_car
else_jump @AIMBOT_3361
0085: 31@ = 29@ // (int)

:AIMBOT_3361
jump @AIMBOT_3680

:AIMBOT_3368
if
0AB0:   key_pressed 160
else_jump @AIMBOT_3529
0AC8: 22@ = allocate_memory_size 10
if
  30@ == 1
else_jump @AIMBOT_3437
30@ = 0
0AD3: 22@ = format "Normal"
jump @AIMBOT_3457

:AIMBOT_3437
30@ = 1
0AD3: 22@ = format "Wheel"

:AIMBOT_3457
32@ = 0
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %s aim mode." time 4000 22@
0AC9: free_allocated_memory 22@
jump @AIMBOT_3680

:AIMBOT_3529
if or
0AB0:   key_pressed 81
0AB0:   key_pressed 69
else_jump @AIMBOT_3680
if
0AB0:   key_pressed 81
else_jump @AIMBOT_3577
$10 = 0
jump @AIMBOT_3584

:AIMBOT_3577
$10 = 1

:AIMBOT_3584
$9 = 320.0
$12 = 0
0AB1: call_scm_func @AIMBOT_5057 2 12010640 -5222
if
056D:   actor $12 defined
else_jump @AIMBOT_3680
0084: $5 = $12 // (int)
0A96: 28@ = actor $5 struct
32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0

:AIMBOT_3680
return

:AIMBOT_3682
0AC8: 22@ = allocate_memory_size 25
if
  29@ == 1
else_jump @AIMBOT_3734
0AD3: 22@ = format "BONE_PELVIS1"
jump @AIMBOT_5000

:AIMBOT_3734
if
  29@ == 2
else_jump @AIMBOT_3778
0AD3: 22@ = format "BONE_PELVIS"
jump @AIMBOT_5000

:AIMBOT_3778
if
  29@ == 3
else_jump @AIMBOT_3822
0AD3: 22@ = format "BONE_SPINE1"
jump @AIMBOT_5000

:AIMBOT_3822
if
  29@ == 4
else_jump @AIMBOT_3870
0AD3: 22@ = format "BONE_UPPERTORSO"
jump @AIMBOT_5000

:AIMBOT_3870
if
  29@ == 5
else_jump @AIMBOT_3912
0AD3: 22@ = format "BONE_NECK"
jump @AIMBOT_5000

:AIMBOT_3912
if
  29@ == 6
else_jump @AIMBOT_3955
0AD3: 22@ = format "BONE_HEAD2"
jump @AIMBOT_5000

:AIMBOT_3955
if
  29@ == 7
else_jump @AIMBOT_3998
0AD3: 22@ = format "BONE_HEAD1"
jump @AIMBOT_5000

:AIMBOT_3998
if
  29@ == 8
else_jump @AIMBOT_4040
0AD3: 22@ = format "BONE_HEAD"
jump @AIMBOT_5000

:AIMBOT_4040
if
  29@ == 21
else_jump @AIMBOT_4093
0AD3: 22@ = format "BONE_RIGHTUPPERTORSO"
jump @AIMBOT_5000

:AIMBOT_4093
if
  29@ == 22
else_jump @AIMBOT_4144
0AD3: 22@ = format "BONE_RIGHTSHOULDER"
jump @AIMBOT_5000

:AIMBOT_4144
if
  29@ == 23
else_jump @AIMBOT_4192
0AD3: 22@ = format "BONE_RIGHTELBOW"
jump @AIMBOT_5000

:AIMBOT_4192
if
  29@ == 24
else_jump @AIMBOT_4240
0AD3: 22@ = format "BONE_RIGHTWRIST"
jump @AIMBOT_5000

:AIMBOT_4240
if
  29@ == 25
else_jump @AIMBOT_4287
0AD3: 22@ = format "BONE_RIGHTHAND"
jump @AIMBOT_5000

:AIMBOT_4287
if
  29@ == 26
else_jump @AIMBOT_4335
0AD3: 22@ = format "BONE_RIGHTTHUMB"
jump @AIMBOT_5000

:AIMBOT_4335
if
  29@ == 31
else_jump @AIMBOT_4387
0AD3: 22@ = format "BONE_LEFTUPPERTORSO"
jump @AIMBOT_5000

:AIMBOT_4387
if
  29@ == 32
else_jump @AIMBOT_4437
0AD3: 22@ = format "BONE_LEFTSHOULDER"
jump @AIMBOT_5000

:AIMBOT_4437
if
  29@ == 33
else_jump @AIMBOT_4484
0AD3: 22@ = format "BONE_LEFTELBOW"
jump @AIMBOT_5000

:AIMBOT_4484
if
  29@ == 34
else_jump @AIMBOT_4531
0AD3: 22@ = format "BONE_LEFTWRIST"
jump @AIMBOT_5000

:AIMBOT_4531
if
  29@ == 35
else_jump @AIMBOT_4577
0AD3: 22@ = format "BONE_LEFTHAND"
jump @AIMBOT_5000

:AIMBOT_4577
if
  29@ == 36
else_jump @AIMBOT_4624
0AD3: 22@ = format "BONE_LEFTTHUMB"
jump @AIMBOT_5000

:AIMBOT_4624
if
  29@ == 41
else_jump @AIMBOT_4669
0AD3: 22@ = format "BONE_LEFTHIP"
jump @AIMBOT_5000

:AIMBOT_4669
if
  29@ == 42
else_jump @AIMBOT_4715
0AD3: 22@ = format "BONE_LEFTKNEE"
jump @AIMBOT_5000

:AIMBOT_4715
if
  29@ == 43
else_jump @AIMBOT_4762
0AD3: 22@ = format "BONE_LEFTANKLE"
jump @AIMBOT_5000

:AIMBOT_4762
if
  29@ == 44
else_jump @AIMBOT_4808
0AD3: 22@ = format "BONE_LEFTFOOT"
jump @AIMBOT_5000

:AIMBOT_4808
if
  29@ == 51
else_jump @AIMBOT_4854
0AD3: 22@ = format "BONE_RIGHTHIP"
jump @AIMBOT_5000

:AIMBOT_4854
if
  29@ == 52
else_jump @AIMBOT_4901
0AD3: 22@ = format "BONE_RIGHTKNEE"
jump @AIMBOT_5000

:AIMBOT_4901
if
  29@ == 53
else_jump @AIMBOT_4949
0AD3: 22@ = format "BONE_RIGHTANKLE"
jump @AIMBOT_5000

:AIMBOT_4949
if
  29@ == 54
else_jump @AIMBOT_4996
0AD3: 22@ = format "BONE_RIGHTFOOT"
jump @AIMBOT_5000

:AIMBOT_4996
if

:AIMBOT_5000
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %d: %s" time 4000 29@ 22@
0AC9: free_allocated_memory 22@
return

:AIMBOT_5057
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
3@ -= 1
4@ = 0

:AIMBOT_5121
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
2@ += 1
if and
  0@ > 0
   not 0@ >= 128
else_jump @AIMBOT_5195
0085: 5@ = 4@ // (int)
5@ *= 256
005A: 0@ += 5@ // (int)
gosub 1@

:AIMBOT_5195
4@ += 1
001D:   4@ > 3@ // (int)
else_jump @AIMBOT_5121
0AB2: ret 0
if and
02CB:   actor 0@ bounding_sphere_visible
87D6:   not  0@ == $PLAYER_ACTOR // @ == $ (int)
   not Actor.Dead(0@)
else_jump @AIMBOT_5507
Actor.StorePos(0@, 5@, 6@, 7@)
068D: get_camera_position_to 8@ 9@ 10@
if
06BD:   no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @AIMBOT_5507
if
87D6:   not  0@ == $5 // @ == $ (int)
else_jump @AIMBOT_5507
if
  $10 == 0
else_jump @AIMBOT_5381
11@ = 0.0
12@ = 320.0
jump @AIMBOT_5401

:AIMBOT_5381
11@ = 320.0
12@ = 640.0

:AIMBOT_5401
0AB1: call_scm_func @AIMBOT_5509 3 5@ 6@ 7@ 8@ 9@
if and
0035:   8@ >= 11@ // (float)
0035:   12@ >= 8@ // (float)
else_jump @AIMBOT_5507
0509: 10@ = distance_between_XY 320.0 9@ and_XY 8@ 9@
if
0036:   $9 >= 10@ // (float)
else_jump @AIMBOT_5507
0088: $9 = 10@ // (float)
008A: $12 = 0@ // (int)

:AIMBOT_5507
return

:AIMBOT_5509
0AB1: call_scm_func @AIMBOT_6064 1 0 12@
0AB1: call_scm_func @AIMBOT_6064 1 3 13@
0AB1: call_scm_func @AIMBOT_6064 1 6 14@
0AB1: call_scm_func @AIMBOT_6064 1 9 15@
0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@
0AB1: call_scm_func @AIMBOT_5957 2 3@ 4@ 3@ 4@
0AB2: ret 2 3@ 4@
0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0
3@ *= 0.5
02F6: 4@ = sine 3@ // (float)
02F7: 5@ = cosine 3@ // (float)
0073: 4@ /= 5@ // (float)
6@ = 1.0
0@ /= 320.0
0063: 6@ -= 0@ // (float)
006B: 6@ *= 4@ // (float)
7@ = 1.0
1@ /= 224.0
0063: 7@ -= 1@ // (float)
006B: 7@ *= 4@ // (float)
0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0
0073: 7@ /= 8@ // (float)
006B: 6@ *= 2@ // (float)
006B: 7@ *= 2@ // (float)
0087: 9@ = 6@ // (float)
0087: 10@ = 2@ // (float)
0087: 11@ = 7@ // (float)
0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0
0AB1: call_scm_func @AIMBOT_6064 1 9 13@
0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@
12@ += 48
0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0
12@ += 4
0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0
12@ += 4
0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0
005B: 14@ += 9@ // (float)
005B: 15@ += 10@ // (float)
005B: 16@ += 11@ // (float)
0AB2: ret 3 14@ 15@ 16@

:AIMBOT_5957
2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
0AB2: ret 2 0@ 1@

:AIMBOT_6064
0A9F: 1@ = current_thread_pointer
0@ *= 4
0A8E: 2@ = 1@ + 220 // int
if
  2@ == 1
else_jump @AIMBOT_6122
0@ += 10783072
jump @AIMBOT_6137

:AIMBOT_6122
005A: 0@ += 1@ // (int)
0@ += 60

:AIMBOT_6137
0AB2: ret 1 0@
hex
83 EC 04 D9 5C 24 00 8B 44 24 00 83 C4 04 C3

а вот исходный 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---------------
thread 'Aimbot'
30@ = 0
31@ = 8
32@ = 600

:AIMBOT_33
wait 0
if
gosub @AIMBOT_2827
else_jump @AIMBOT_33
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Activated" time 3000
0A9F: $4 = current_thread_pointer
$4 += 16
0A8D: $4 = read_memory $4 size 4 virtual_protect 0
$4 -= -6145

:AIMBOT_135
wait 0
if
0AB0:   key_pressed 2
else_jump @AIMBOT_200
gosub @AIMBOT_672
if
056D:   actor $5 defined
else_jump @AIMBOT_135
0A96: 28@ = actor $5 struct
0085: 29@ = 31@ // (int)
jump @AIMBOT_225

:AIMBOT_200
if
gosub @AIMBOT_2827
else_jump @AIMBOT_135
jump @AIMBOT_911

:AIMBOT_225
wait 0
if and
056D:   actor $5 defined
   not Actor.Dead($5)
0AB0:   key_pressed 2
else_jump @AIMBOT_861
if
0449:   actor $5 in_a_car
else_jump @AIMBOT_427
if
  30@ == 1
else_jump @AIMBOT_395
0@ = Actor.CurrentCar($5)
0A97: 1@ = car 0@ struct
1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if or
  1@ == 0
  1@ == 9
else_jump @AIMBOT_395
if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
else_jump @AIMBOT_395
jump @AIMBOT_510

:AIMBOT_395
if
   not 31@ == 8
else_jump @AIMBOT_420
31@ = 8

:AIMBOT_420
jump @AIMBOT_454

:AIMBOT_427
if
803B:   not  31@ == 29@ // (int)
else_jump @AIMBOT_454
0085: 31@ = 29@ // (int)

:AIMBOT_454
0AA6: call_method 6177408 struct 28@ num_params 3 pop 0 1 31@ 0@v 
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@ 
gosub @AIMBOT_2895
jump @AIMBOT_225

:AIMBOT_510
wait 0
if and
056D:   actor $5 defined
   not Actor.Dead($5)
0AB0:   key_pressed 2
else_jump @AIMBOT_861
if and
  30@ == 1
0449:   actor $5 in_a_car
else_jump @AIMBOT_225
0@ = Actor.CurrentCar($5)
if or
8496:   not tire 0 on_car 0@ deflated
8496:   not tire 1 on_car 0@ deflated
8496:   not tire 2 on_car 0@ deflated
8496:   not tire 3 on_car 0@ deflated
else_jump @AIMBOT_225
gosub @AIMBOT_2077
0407: store_coords_to 0@ 1@ 2@ from_car 0@ with_offset $6 $7 $8
0AB1: call_scm_func @AIMBOT_1492 3 0@ 1@ 2@ 
gosub @AIMBOT_2895
jump @AIMBOT_510

:AIMBOT_672
wait 0
0AB1: call_scm_func @AIMBOT_970 0 0@ $5 
if
056E:   car 0@ defined
else_jump @AIMBOT_859
1@ = Actor.CurrentCar($PLAYER_ACTOR)
if
803B:   not  1@ == 0@ // (int)
else_jump @AIMBOT_859
046C: $5 = car 0@ driver
if
856D:   not actor $5 defined
else_jump @AIMBOT_859
01E9: 2@ = car 0@ num_passengers
if
  2@ > 0
else_jump @AIMBOT_859
01EA: 3@ = car 0@ max_passengers
4@ = 0

:AIMBOT_800
if
8431:   not car 0@ passenger_seat_free 4@
else_jump @AIMBOT_837
0432: $5 = get_actor_handle_from_car 0@ passenger_seat 4@
jump @AIMBOT_859

:AIMBOT_837
4@ += 1
001D:   4@ > 3@ // (int)
else_jump @AIMBOT_800

:AIMBOT_859
return

:AIMBOT_861
wait 0
018C: play_sound 1058 at 0.0 0.0 0.0
$5 = 0
0085: 31@ = 29@ // (int)
wait 100
jump @AIMBOT_135

:AIMBOT_911
wait 0
0ACD: show_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: Deactivated" time 3000
jump @AIMBOT_33

:AIMBOT_970
0A96: 0@ = actor $PLAYER_ACTOR struct
0A8D: 1@ = read_memory 11989416 size 2 virtual_protect 0
0AA6: call_method 6177408 struct 0@ num_params 3 pop 0 1 25 2@v 
4@ += 0.3
if or
  1@ == 53
  1@ == 55
else_jump @AIMBOT_1093
0AA6: call_method 5327216 struct 11989032 num_params 6 pop 0 5@v 8@v 4@ 3@ 2@ 300.0 
jump @AIMBOT_1289

:AIMBOT_1093
068E: get_camera_target_point_to 5@ 6@ 7@
068D: get_camera_position_to 8@ 9@ 10@
0087: 11@ = 8@ // (float)
0087: 12@ = 9@ // (float)
0087: 13@ = 10@ // (float)
0063: 11@ -= 5@ // (float)
0063: 12@ -= 6@ // (float)
0063: 13@ -= 7@ // (float)
0087: 14@ = 11@ // (float)
0087: 15@ = 12@ // (float)
0087: 16@ = 13@ // (float)
11@ *= 300.0
12@ *= 300.0
13@ *= 300.0
0087: 5@ = 8@ // (float)
0087: 6@ = 9@ // (float)
0087: 7@ = 10@ // (float)
0063: 5@ -= 11@ // (float)
0063: 6@ -= 12@ // (float)
0063: 7@ -= 13@ // (float)
0063: 8@ -= 14@ // (float)
0063: 9@ -= 15@ // (float)
0063: 10@ -= 16@ // (float)

:AIMBOT_1289
1@ = 0
0AA7: call_function 5683712 num_params 12 pop 12 0 0 0 0 1 1 1 1 1@v 8@v 5@v 2@v 13@ 
14@ = 0
15@ = 0
if
   not 1@ == 0
else_jump @AIMBOT_1481
0A8E: 2@ = 1@ + 54 // int
0A8D: 2@ = read_memory 2@ size 1 virtual_protect 0
0B10: 2@ = 2@ AND 7
if
  2@ == 2
else_jump @AIMBOT_1436
0AEB: 14@ = car_struct 1@ handle
jump @AIMBOT_1481

:AIMBOT_1436
if
  2@ == 3
else_jump @AIMBOT_1481
if
803B:   not  1@ == 0@ // (int)
else_jump @AIMBOT_1481
0AEA: 15@ = actor_struct 1@ handle

:AIMBOT_1481
0AB2: ret 2 14@ 15@

:AIMBOT_1492
068D: get_camera_position_to 3@ 4@ 5@
0509: 11@ = distance_between_XY 0@ 1@ and_XY 3@ 4@
0063: 3@ -= 0@ // (float)
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
0A8D: 6@ = read_memory 11989416 size 2 virtual_protect 0
if or
  6@ == 53
  6@ == 55
else_jump @AIMBOT_1910
0A8D: 7@ = read_memory 9261112 size 4 virtual_protect 0
6@ = 0.5
006B: 7@ *= 6@ // (float)
02F6: 6@ = sine 7@ // (float)
02F7: 8@ = cosine 7@ // (float)
0073: 6@ /= 8@ // (float)
0A8D: 9@ = read_memory 11987984 size 4 virtual_protect 0
8@ = 0.5
0063: 8@ -= 9@ // (float)
8@ += 0.5
0063: 8@ -= 9@ // (float)
0A8D: 9@ = read_memory 12840868 size 4 virtual_protect 0
7@ = 1.0
0073: 7@ /= 9@ // (float)
006B: 8@ *= 7@ // (float)
006B: 8@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 8@ 1.0 
0AA7: call_function $4 num_params 0 pop 0 8@ 
7@ = 3.141593
0063: 7@ -= 8@ // (float)
0A8D: 10@ = read_memory 11987988 size 4 virtual_protect 0
0087: 9@ = 10@ // (float)
8@ = 0.5
0063: 9@ -= 8@ // (float)
005B: 9@ += 10@ // (float)
0063: 9@ -= 8@ // (float)
006B: 9@ *= 6@ // (float)
0AA5: call 4327360 num_params 2 pop 2 9@ 1.0 
0AA7: call_function $4 num_params 0 pop 0 9@ 
8@ = 3.141593
0063: 8@ -= 9@ // (float)
jump @AIMBOT_1938

:AIMBOT_1910
7@ = 3.141593
7@ /= 2.0
0087: 8@ = 7@ // (float)

:AIMBOT_1938
0AA5: call 4327360 num_params 2 pop 2 5@ 11@ 
0AA7: call_function $4 num_params 0 pop 0 9@ 
3@ *= -1.0
0AA5: call 4327360 num_params 2 pop 2 3@ 4@ 
0AA7: call_function $4 num_params 0 pop 0 10@ 
11@ = 3.141593
11@ /= 2.0
0063: 10@ -= 11@ // (float)
0063: 9@ -= 7@ // (float)
0063: 10@ -= 8@ // (float)
10@ *= -1.0
0A25: set_camera_on_players_X_angle 9@ Z_angle 10@
0AB2: ret 0

:AIMBOT_2077
0A97: 1@ = car 0@ struct
1@ += 1424
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
if
  1@ == 0
else_jump @AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2528 2 0@ 5 10@ 11@ 12@ 
0AB1: call_scm_func @AIMBOT_2528 2 0@ 7 13@ 14@ 15@ 
0AB1: call_scm_func @AIMBOT_2528 2 0@ 2 16@ 17@ 18@ 
0AB1: call_scm_func @AIMBOT_2528 2 0@ 4 19@ 20@ 21@ 
2@ = 3
jump @AIMBOT_2288

:AIMBOT_2233
0AB1: call_scm_func @AIMBOT_2650 2 0@ 4 10@ 11@ 12@ 
0AB1: call_scm_func @AIMBOT_2650 2 0@ 5 13@ 14@ 15@ 
2@ = 1

:AIMBOT_2288
$9 = 1000000.0
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
3@ = 0

:AIMBOT_2319
if
8496:   not tire 3@ on_car 0@ deflated
else_jump @AIMBOT_2504
7@ = 3
006A: 7@ *= 3@ // (int)
8@ = 1
9@ = 2
005A: 8@ += 7@ // (int)
005A: 9@ += 7@ // (int)
0407: store_coords_to 24@ 25@ 26@ from_car 0@ with_offset 10@(7@,12i) 10@(8@,12i) 10@(9@,12i)
050A: 1@ = distance_between_XYZ 24@ 25@ 26@ and_XYZ 4@ 5@ 6@
if
0026:   $9 > 1@ // (float)
else_jump @AIMBOT_2504
0088: $9 = 1@ // (float)
0088: $6 = 10@(7@,12i) // (float)
0088: $7 = 10@(8@,12i) // (float)
0088: $8 = 10@(9@,12i) // (float)

:AIMBOT_2504
3@ += 1
001D:   3@ > 2@ // (int)
else_jump @AIMBOT_2319
return

:AIMBOT_2528
2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
1@ += 1608
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 64
0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 3@ = read_memory 1@ size 4 virtual_protect 0
1@ += 4
0A8D: 4@ = read_memory 1@ size 4 virtual_protect 0
0AB2: ret 3 2@ 3@ 4@

:AIMBOT_2650
2@ = 4
006A: 2@ *= 1@ // (int)
0A97: 1@ = car 0@ struct
1@ += 1440
005A: 1@ += 2@ // (int)
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
0085: 2@ = 1@ // (int)
2@ += 64
0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 6@ = read_memory 2@ size 4 virtual_protect 0
2@ += 4
0A8D: 7@ = read_memory 2@ size 4 virtual_protect 0
1@ += 4
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ += 16
0AA5: call 8314208 num_params 3 pop 3 1@ 5@v 2@v 
0AB2: ret 3 2@ 3@ 4@

:AIMBOT_2827
if and
  32@ > 600
0AB0:   key_pressed 164
0AB0:   key_pressed 49
else_jump @AIMBOT_2891
32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0
0485:   return_true
jump @AIMBOT_2893

:AIMBOT_2891
059A:   return_false

:AIMBOT_2893
return

:AIMBOT_2895
if
  32@ > 200
else_jump @AIMBOT_3680
if
0AB0:   key_pressed 49
else_jump @AIMBOT_3141
if
  29@ == 1
else_jump @AIMBOT_2961
29@ = 54
jump @AIMBOT_3096

:AIMBOT_2961
if
  29@ == 21
else_jump @AIMBOT_2993
29@ = 8
jump @AIMBOT_3096

:AIMBOT_2993
if
  29@ == 31
else_jump @AIMBOT_3025
29@ = 26
jump @AIMBOT_3096

:AIMBOT_3025
if
  29@ == 41
else_jump @AIMBOT_3057
29@ = 36
jump @AIMBOT_3096

:AIMBOT_3057
if
  29@ == 51
else_jump @AIMBOT_3089
29@ = 44
jump @AIMBOT_3096

:AIMBOT_3089
29@ -= 1

:AIMBOT_3096
gosub @AIMBOT_3682
32@ = 0
if
8449:   not actor $5 in_a_car
else_jump @AIMBOT_3134
0085: 31@ = 29@ // (int)

:AIMBOT_3134
jump @AIMBOT_3680

:AIMBOT_3141
if
0AB0:   key_pressed 50
else_jump @AIMBOT_3368
if
  29@ == 8
else_jump @AIMBOT_3188
29@ = 21
jump @AIMBOT_3323

:AIMBOT_3188
if
  29@ == 26
else_jump @AIMBOT_3220
29@ = 31
jump @AIMBOT_3323

:AIMBOT_3220
if
  29@ == 36
else_jump @AIMBOT_3252
29@ = 41
jump @AIMBOT_3323

:AIMBOT_3252
if
  29@ == 44
else_jump @AIMBOT_3284
29@ = 51
jump @AIMBOT_3323

:AIMBOT_3284
if
  29@ == 54
else_jump @AIMBOT_3316
29@ = 1
jump @AIMBOT_3323

:AIMBOT_3316
29@ += 1

:AIMBOT_3323
gosub @AIMBOT_3682
32@ = 0
if
8449:   not actor $5 in_a_car
else_jump @AIMBOT_3361
0085: 31@ = 29@ // (int)

:AIMBOT_3361
jump @AIMBOT_3680

:AIMBOT_3368
if
0AB0:   key_pressed 160
else_jump @AIMBOT_3529
0AC8: 22@ = allocate_memory_size 10
if
  30@ == 1
else_jump @AIMBOT_3437
30@ = 0
0AD3: 22@ = format "Normal" 
jump @AIMBOT_3457

:AIMBOT_3437
30@ = 1
0AD3: 22@ = format "Wheel" 

:AIMBOT_3457
32@ = 0
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %s aim mode." time 4000 22@ 
0AC9: free_allocated_memory 22@
jump @AIMBOT_3680

:AIMBOT_3529
if or
0AB0:   key_pressed 81
0AB0:   key_pressed 69
else_jump @AIMBOT_3680
if
0AB0:   key_pressed 81
else_jump @AIMBOT_3577
$10 = 0
jump @AIMBOT_3584

:AIMBOT_3577
$10 = 1

:AIMBOT_3584
$9 = 320.0
$12 = 0
0AB1: call_scm_func @AIMBOT_5057 2 12010640 -5222 
if
056D:   actor $12 defined
else_jump @AIMBOT_3680
0084: $5 = $12 // (int)
0A96: 28@ = actor $5 struct
32@ = 0
018C: play_sound 1057 at 0.0 0.0 0.0

:AIMBOT_3680
return

:AIMBOT_3682
0AC8: 22@ = allocate_memory_size 25
if
  29@ == 1
else_jump @AIMBOT_3734
0AD3: 22@ = format "BONE_PELVIS1" 
jump @AIMBOT_5000

:AIMBOT_3734
if
  29@ == 2
else_jump @AIMBOT_3778
0AD3: 22@ = format "BONE_PELVIS" 
jump @AIMBOT_5000

:AIMBOT_3778
if
  29@ == 3
else_jump @AIMBOT_3822
0AD3: 22@ = format "BONE_SPINE1" 
jump @AIMBOT_5000

:AIMBOT_3822
if
  29@ == 4
else_jump @AIMBOT_3870
0AD3: 22@ = format "BONE_UPPERTORSO" 
jump @AIMBOT_5000

:AIMBOT_3870
if
  29@ == 5
else_jump @AIMBOT_3912
0AD3: 22@ = format "BONE_NECK" 
jump @AIMBOT_5000

:AIMBOT_3912
if
  29@ == 6
else_jump @AIMBOT_3955
0AD3: 22@ = format "BONE_HEAD2" 
jump @AIMBOT_5000

:AIMBOT_3955
if
  29@ == 7
else_jump @AIMBOT_3998
0AD3: 22@ = format "BONE_HEAD1" 
jump @AIMBOT_5000

:AIMBOT_3998
if
  29@ == 8
else_jump @AIMBOT_4040
0AD3: 22@ = format "BONE_HEAD" 
jump @AIMBOT_5000

:AIMBOT_4040
if
  29@ == 21
else_jump @AIMBOT_4093
0AD3: 22@ = format "BONE_RIGHTUPPERTORSO" 
jump @AIMBOT_5000

:AIMBOT_4093
if
  29@ == 22
else_jump @AIMBOT_4144
0AD3: 22@ = format "BONE_RIGHTSHOULDER" 
jump @AIMBOT_5000

:AIMBOT_4144
if
  29@ == 23
else_jump @AIMBOT_4192
0AD3: 22@ = format "BONE_RIGHTELBOW" 
jump @AIMBOT_5000

:AIMBOT_4192
if
  29@ == 24
else_jump @AIMBOT_4240
0AD3: 22@ = format "BONE_RIGHTWRIST" 
jump @AIMBOT_5000

:AIMBOT_4240
if
  29@ == 25
else_jump @AIMBOT_4287
0AD3: 22@ = format "BONE_RIGHTHAND" 
jump @AIMBOT_5000

:AIMBOT_4287
if
  29@ == 26
else_jump @AIMBOT_4335
0AD3: 22@ = format "BONE_RIGHTTHUMB" 
jump @AIMBOT_5000

:AIMBOT_4335
if
  29@ == 31
else_jump @AIMBOT_4387
0AD3: 22@ = format "BONE_LEFTUPPERTORSO" 
jump @AIMBOT_5000

:AIMBOT_4387
if
  29@ == 32
else_jump @AIMBOT_4437
0AD3: 22@ = format "BONE_LEFTSHOULDER" 
jump @AIMBOT_5000

:AIMBOT_4437
if
  29@ == 33
else_jump @AIMBOT_4484
0AD3: 22@ = format "BONE_LEFTELBOW" 
jump @AIMBOT_5000

:AIMBOT_4484
if
  29@ == 34
else_jump @AIMBOT_4531
0AD3: 22@ = format "BONE_LEFTWRIST" 
jump @AIMBOT_5000

:AIMBOT_4531
if
  29@ == 35
else_jump @AIMBOT_4577
0AD3: 22@ = format "BONE_LEFTHAND" 
jump @AIMBOT_5000

:AIMBOT_4577
if
  29@ == 36
else_jump @AIMBOT_4624
0AD3: 22@ = format "BONE_LEFTTHUMB" 
jump @AIMBOT_5000

:AIMBOT_4624
if
  29@ == 41
else_jump @AIMBOT_4669
0AD3: 22@ = format "BONE_LEFTHIP" 
jump @AIMBOT_5000

:AIMBOT_4669
if
  29@ == 42
else_jump @AIMBOT_4715
0AD3: 22@ = format "BONE_LEFTKNEE" 
jump @AIMBOT_5000

:AIMBOT_4715
if
  29@ == 43
else_jump @AIMBOT_4762
0AD3: 22@ = format "BONE_LEFTANKLE" 
jump @AIMBOT_5000

:AIMBOT_4762
if
  29@ == 44
else_jump @AIMBOT_4808
0AD3: 22@ = format "BONE_LEFTFOOT" 
jump @AIMBOT_5000

:AIMBOT_4808
if
  29@ == 51
else_jump @AIMBOT_4854
0AD3: 22@ = format "BONE_RIGHTHIP" 
jump @AIMBOT_5000

:AIMBOT_4854
if
  29@ == 52
else_jump @AIMBOT_4901
0AD3: 22@ = format "BONE_RIGHTKNEE" 
jump @AIMBOT_5000

:AIMBOT_4901
if
  29@ == 53
else_jump @AIMBOT_4949
0AD3: 22@ = format "BONE_RIGHTANKLE" 
jump @AIMBOT_5000

:AIMBOT_4949
if
  29@ == 54
else_jump @AIMBOT_4996
0AD3: 22@ = format "BONE_RIGHTFOOT" 
jump @AIMBOT_5000

:AIMBOT_4996
if

:AIMBOT_5000
0AD1: show_formatted_text_highpriority "~r~[~w~~h~Aimbot~r~] ~w~~h~:: %d: %s" time 4000 29@ 22@ 
0AC9: free_allocated_memory 22@
return

:AIMBOT_5057
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0
0@ += 4
0A8D: 3@ = read_memory 0@ size 4 virtual_protect 0
3@ -= 1
4@ = 0

:AIMBOT_5121
0A8D: 0@ = read_memory 2@ size 1 virtual_protect 0
2@ += 1
if and
  0@ > 0
   not 0@ >= 128
else_jump @AIMBOT_5195
0085: 5@ = 4@ // (int)
5@ *= 256
005A: 0@ += 5@ // (int)
gosub 1@

:AIMBOT_5195
4@ += 1
001D:   4@ > 3@ // (int)
else_jump @AIMBOT_5121
0AB2: ret 0
if and
02CB:   actor 0@ bounding_sphere_visible
87D6:   not  0@ == $PLAYER_ACTOR // @ == $ (int)
   not Actor.Dead(0@)
else_jump @AIMBOT_5507
Actor.StorePos(0@, 5@, 6@, 7@)
068D: get_camera_position_to 8@ 9@ 10@
if
06BD:   no_obstacles_between 5@ 6@ 7@ and 8@ 9@ 10@ solid 1 car 0 actor 0 object 0 particle 0
else_jump @AIMBOT_5507
if
87D6:   not  0@ == $5 // @ == $ (int)
else_jump @AIMBOT_5507
if
  $10 == 0
else_jump @AIMBOT_5381
11@ = 0.0
12@ = 320.0
jump @AIMBOT_5401

:AIMBOT_5381
11@ = 320.0
12@ = 640.0

:AIMBOT_5401
0AB1: call_scm_func @AIMBOT_5509 3 5@ 6@ 7@ 8@ 9@ 
if and
0035:   8@ >= 11@ // (float)
0035:   12@ >= 8@ // (float)
else_jump @AIMBOT_5507
0509: 10@ = distance_between_XY 320.0 9@ and_XY 8@ 9@
if
0036:   $9 >= 10@ // (float)
else_jump @AIMBOT_5507
0088: $9 = 10@ // (float)
008A: $12 = 0@ // (int)

:AIMBOT_5507
return

:AIMBOT_5509
0AB1: call_scm_func @AIMBOT_6064 1 0 12@ 
0AB1: call_scm_func @AIMBOT_6064 1 3 13@ 
0AB1: call_scm_func @AIMBOT_6064 1 6 14@ 
0AB1: call_scm_func @AIMBOT_6064 1 9 15@ 
0AA5: call 7392816 num_params 6 pop 6 0 0 15@ 14@ 13@ 12@ 
0AB1: call_scm_func @AIMBOT_5957 2 3@ 4@ 3@ 4@ 
0AB2: ret 2 3@ 4@
0A8D: 3@ = read_memory 9261112 size 4 virtual_protect 0
3@ *= 0.5
02F6: 4@ = sine 3@ // (float)
02F7: 5@ = cosine 3@ // (float)
0073: 4@ /= 5@ // (float)
6@ = 1.0
0@ /= 320.0
0063: 6@ -= 0@ // (float)
006B: 6@ *= 4@ // (float)
7@ = 1.0
1@ /= 224.0
0063: 7@ -= 1@ // (float)
006B: 7@ *= 4@ // (float)
0A8D: 8@ = read_memory 12840868 size 4 virtual_protect 0
0073: 7@ /= 8@ // (float)
006B: 6@ *= 2@ // (float)
006B: 7@ *= 2@ // (float)
0087: 9@ = 6@ // (float)
0087: 10@ = 2@ // (float)
0087: 11@ = 7@ // (float)
0A8D: 12@ = read_memory 11989052 size 4 virtual_protect 0
0AB1: call_scm_func @AIMBOT_6064 1 9 13@ 
0AA5: call 5883792 num_params 3 pop 3 13@ 12@ 13@ 
12@ += 48
0A8D: 14@ = read_memory 12@ size 4 virtual_protect 0
12@ += 4
0A8D: 15@ = read_memory 12@ size 4 virtual_protect 0
12@ += 4
0A8D: 16@ = read_memory 12@ size 4 virtual_protect 0
005B: 14@ += 9@ // (float)
005B: 15@ += 10@ // (float)
005B: 16@ += 11@ // (float)
0AB2: ret 3 14@ 15@ 16@

:AIMBOT_5957
2@ = 640.0
0A8D: 4@ = read_memory 12677188 size 4 virtual_protect 0
0093: 4@ = integer 4@ to_float
0073: 2@ /= 4@ // (float)
006B: 0@ *= 2@ // (float)
3@ = 448.0
0A8D: 5@ = read_memory 12677192 size 4 virtual_protect 0
0093: 5@ = integer 5@ to_float
0073: 3@ /= 5@ // (float)
006B: 1@ *= 3@ // (float)
0AB2: ret 2 0@ 1@

:AIMBOT_6064
0A9F: 1@ = current_thread_pointer
0@ *= 4
0A8E: 2@ = 1@ + 220 // int
if
  2@ == 1
else_jump @AIMBOT_6122
0@ += 10783072
jump @AIMBOT_6137

:AIMBOT_6122
005A: 0@ += 1@ // (int)
0@ += 60

:AIMBOT_6137
0AB2: ret 1 0@
hex
83 EC 04 D9 5C 24 00 8B 44 24 00 83 C4 04 C3
 
Последнее редактирование:

Ronald_Miller

Новичок
6
1
Если я не ошибаюсь у тебя стиллер или аддон. samp.asi по дефолту стиллер. Проверь лучше свою ЖТА.
Дело в том, что клео работает, стоит поменять активацию, начинается или краш или прекращение работы Gta, ставлю исходный клео, все работает.
 

TheTikeTop

Новичок
1
0
Кенты помогите изменить клео снегопад,при активации сразу появляется пасмурная погода пожалуйста измените эту пасмурную погоду на погоду 1id синего неба, просто хочу сделать крутой мувик а вот эта погода мешает, заранее спасибо!
 

Вложения

  • SnowFX-Config.ini
    111 байт · Просмотры: 5
  • SnowFX-Start.cs
    2.3 KB · Просмотры: 5

Qsany

Потрачен
464
147
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
помогите компильнуть, вообще не понимаю в чем дело
 

Вложения

  • text.txt
    184.2 KB · Просмотры: 5