// 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